Basic Character Book

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Basic Rules

Death Rules
When a character reaches Zero hit points they begin dying, you gain dying 1. Each round at
the start of your turn you roll a flat check of a DC equal to 10 + your dying rating. If you fail
this check, your dying condition increases by one.

If you ever reach dying 4, you die.

If the attack that reduced you to dying was a critical hit, you start at dying 2.

A character can take a full round action to kill a dying character.

A Character that’s bleeding and dying, increases the DC of the flat check by +1 per bleeding
damage they take in a turn.

Legend Points
At the start of every session, if you have zero Legend points, you gain 1.
A character can hold up to a number of Legend points equal to its character level.
Every time a player levels up he regains Legend points up to his current maximum.

You gain Legend Points through play, by achieving particularly incredible and noteworthy
feats.

Legend points can be spent in the following ways.

Reroll
Spend one legend point to reroll any d20. The reroll must be accepted.

Empowered technique
Spend one legend point to increase the range, damage, area and duration of a Jutsu by 50%
or its difficulty save by +4.
Cooperation Technique
The hallmark of a great Naruto Fight scene was when two Shinobi spontaneously combined
their attacks into one, creating a new and exciting technique right there on the spot. To use a
Cooperative Technique, a character must spend a Legend Point during the turn of one of his
compatriots after having explained the cooperation idea to the Storyteller and gotten the
greenlight on whether it would feasibly work. A character that decides to engage in a
Cooperation Technique, will lose an action on the following turn corresponding to the action
he spent for the Cooperation Technique. To use a Cooperation Technique, the two (or more)
Shinobi that work together must first know each other relatively well, and use either
complementary Techniques or the same Technique. At its basis, the Cooperation Technique
will simply work like being hit by two different Techniques at once. However, the Storyteller
may rule additional effects based on the synergy of the two (or more) Techniques used
together. For instance if one were to use Deep Forest Emergence to grapple a target, before
the other Cooperator lit it on fire, the trees might burn and crumble away but the additional
fuel will have caused additional damage to the target. Some Cooperation Techniques might
have longer lasting effects, such as an Uchiha letting his Susanoo cover the exterior of a
Wood Golem. Cooperation Techniques are narrative tools and should be treated as a way
for characters and storytellers to make for awesome and impressive displays of camaraderie
and power.

While most Cooperation Techniques will happen spontaneously, it should be feasible for
players to create Techniques that mimic their effects without the need for a Legend point,
once it has been used successfully on the battlefield first.

Legendary Survival
If your character is ever killed, you can spend all your remaining legend points to secure his
survival and relative safety in some fashion. This is a narrative option, that has the GM see
to your character's survival in whatever way he deems most appropriate.

Attack of Opportunity
An attack of opportunity is an attack that can be made when an enemy opens himself
The following actions trigger an attack of opportunity.

Casting Jutsu that require Hand Seals, in melee. A defensive technique roll at a DC of 15 +
Technique level, this roll is made with the skill used to activate the technique.

Moving around in an enemy's threatened space. However this can be circumvented with a
guarded step or successfully roll acrobatics DC 10 + to hit your opponent.

Standing up from prone.

Performing Ranged attack rolls in Melee reach


Retrieving items in your backpack. This does not include items retrieved from your Shuriken
Holster or Belt satchel.

Skills
Here I will list all the skills, with a few exceptions, that you’ll find in the Shinobi Legends Pen
and Paper. I refer you to Pathfinder Second Edition for the capabilities of each individual
skill.
Shinobi Skills are described below

Chakra Control (Wis)


Untrained use
Trained use
At Rank 3 or above, the user is able to stick to any hard surface.
At Rank 6 or above, the user is able to walk on liquid surfaces like water.
At Rank 9 or above, the user is able to stand on solid surfaces that wouldn’t otherwise be
able to support him. Like a bamboo-treetop
Genjutsu Release: When a character identifies himself to be in a Genjutsu, he can attempt
to release it by rolling a Chakra control check equal to the DC of the Technique +5 as a
standard action. Success ends the Genjutsu.
- An outsider can also help you escape, doing the exact same roll as above. When done by
an outsider, outside of combat the DC is only the Technique’s DC.
Acrobatics
A Heroic character can hustle at increased speeds by jumping from tree to tree in rapid
succession, saving themselves the trouble of running on the ground. Where ordinary hustling
increases a character's speed to about 6 miles per hour, you can roll a DC 15 Acrobatics
check to move at double your hustle speed during a hustle action. With a DC of 25 you can
triple this speed.

Lore

Sample Lore skills.


Tactics
Obscure Techniques
Life Sciences
Physical Sciences
Philosophy
Social Sciences
Chakra
Geography
History
Technology

Passive Statistical Progression


Unlike conventional D20 RPG’s, the world of Shinobi Legends isn’t filled with magical
treasure that can boost their statistics, to remedy this the following system is implemented.
All characters gain the abilities listed on the table below when they reach the appropriate
level.

Level Bonus Granted

1st

2nd

3rd Resistance +1

4th

5th Deflection +1
6th Mental prowess +2

7th Physical prowess +2

8th Resistance +2, toughening +1

9th

10th Deflection +2, resistance +3

11th Mental prowess +4

12th Physical prowess +4

13th Mental prowess +4/+2, physical prowess +4/+2, resistance +4, toughening +2

14th Resistance +5

15th Mental prowess +6/+2 or +4/+4

16th Deflection +3, physical prowess +6/+2 or +4/+4, toughening +3

17th Deflection +4, mental prowess +6/+2/+2 or +4/+4/+2, physical prowess +6/+2/+2
or +4/+4/+2, toughening +4

18th Deflection +5, mental prowess +6/+4/+2 or +4/+4/+4, physical prowess +6/+4/+2
or +4/+4/+4, toughening +5

19th 2 legendary gifts

20th 4 legendary gifts

Deflection
The character gains a +1 deflection bonus to AC at 5th level; this bonus increases to +2 at
10th level, to +3 at 16th level, to +4 at 17th level, and to +5 at 18th level.

Mental Prowess
At 6th level, the character chooses one mental ability score (Intelligence, Wisdom, or
Charisma) to gain a permanent +2 enhancement bonus. At 11th level, this bonus increases
to +4. At 13th level, the character chooses a second mental ability score to gain a
permanent +2 enhancement bonus. At 15th level, the character increases one of these
enhancement bonuses by 2. At 17th level, she chooses a third mental ability score to gain a
permanent +2 enhancement bonus.

Physical Prowess
At 7th level, the character chooses one physical ability score (Strength, Dexterity, or
Constitution) to gain a permanent +2 enhancement bonus. At 12th level, this bonus
increases to +4. At 13th level, the character chooses a second physical ability score to gain
a permanent +2 enhancement bonus. At 16th level, the character increases one of these
enhancement bonuses by 2. At 17th level, she chooses a third physical ability score to gain
a permanent +2 enhancement bonus.

Resistance
At 3rd level, the character gains a +1 resistance bonus on all saving throws. This bonus
increases to +2 at 8th level, to +3 at 10th level, to +4 at 13th level, and to +5 at 14th level.

Toughening
At 8th level, the character gains a +1 enhancement bonus to natural armor. This bonus
increases to +2 at 13th level, to +3 at 16th level, to +4 at 17th level, and to +5 at 18th level.

Legendary Gifts
The character gains two legendary gifts at 19th level and four more at 20th level. Select
these legendary gifts from the following list.

Legendary Ability
Gain a +1 inherent bonus to any ability score. You can select this legendary gift multiple
times, and it stacks up to +5 in any one ability score.

Legendary Body
Increase your bonuses from physical prowess to +6/+6/+4. This counts as two legendary
gifts.

Legendary Body 2
Increase your bonuses from physical prowess to +6/+6/+6. You must already have
legendary body to select this legendary gift.

Legendary Mind
Increase your bonuses from mental prowess to +6/+6/+4. This counts as two legendary gifts.

Legendary Mind 2
Increase your bonuses from mental prowess to +6/+6/+6. You must already have legendary
mind to select this legendary gift.

Conditions

Bleed
A creature that is taking bleed damage takes the listed amount of damage at the beginning
of its turn. Bleeding can be stopped by a DC 15 Heal check or through the application of any
Technique that cures hit point damage (even if the bleed is ability damage). Some bleed
effects cause ability damage or even ability drain. Bleed effects do not stack with each other
unless they deal different kinds of damage. When two or more bleed effects deal the same
kind of damage, take the worse effect. In this case, ability drain is worse than ability damage.

Blinded
The creature cannot see. It takes a –2 penalty to Armor Class, loses its Dexterity bonus to
AC (if any), and takes a –4 penalty on most Strength- and Dexterity-based skill checks and
on opposed Perception skill checks. All checks and activities that rely on vision (such as
reading and Perception checks based on sight) automatically fail. All opponents are
considered to have total concealment (50% miss chance) against the blinded character.
Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed.
Creatures that fail this check fall prone. Characters who remain blinded for a long time grow
accustomed to these drawbacks and can overcome some of them.

Broken
Items that have taken damage in excess of half their total hit points gain the broken
condition, meaning they are less effective at their designated task. The broken condition has
the following effects, depending upon the item.

If the item is a weapon, any attacks made with the item suffer a –2 penalty on attack and
damage rolls. Such weapons only score a critical hit on a natural 20 and only deal ×2
damage on a confirmed critical hit.
If the item is a suit of armor or a shield, the bonus it grants to AC is halved, rounding down.
Broken armor doubles its armor check penalty on skills.
If the item is a tool needed for a skill, any skill check made with the item takes a –2 penalty.
If the item is a wand or staff, it uses up twice as many charges when used.
If the item does not fit into any of these categories, the broken condition has no effect on its
use. Items with the broken condition, regardless of type, are worth 75% of their normal
value. If the item is magical, it can only be repaired with a mending or make whole
Technique use by a character with a useer level equal to or higher than the item’s. Items
lose the broken condition if the Technique restores the object to half its original hit points or
higher. Non-magical items can be repaired in a similar fashion, or through the Craft skill used
to create it. Generally speaking, this requires a DC 20 Craft check and 1 hour of work per
point of damage to be repaired. Most craftsmen charge one-tenth the item’s total cost to
repair such damage (more if the item is badly damaged or ruined).

Confused
A confused creature is mentally befuddled and cannot act normally. A confused creature
cannot tell the difference between ally and foe, treating all creatures as enemies. Allies
wishing to use a beneficial Technique that requires a touch on a confused creature must
succeed on a melee touch attack. If a confused creature is attacked, it attacks the creature
that last attacked it until that creature is dead or out of sight.

Roll on the following table at the beginning of each confused subject’s turn each round to
see what the subject does in that round.
d% Behavior
01-25 Act normally.
26-50 Do nothing but babble incoherently.
51-75 Deal 1d8 points of damage + Str modifier to self with item in hand.
76-100 Attack nearest creature (for this purpose, a familiar counts as part of the subject's
self).
A confused creature who can’t carry out the indicated action does nothing but babble
incoherently. Attackers are not at any special advantage when attacking a confused
creature. Any confused creature who is attacked automatically attacks its attackers on its
next turn, as long as it is still confused when its turn comes. Note that a confused creature
will not make attacks of opportunity against anything that it is not already devoted to
attacking (either because of its most recent action or because it has just been attacked).

Cowering
The character is frozen in fear and can take no actions. A cowering character takes a –2
penalty to Armor Class and loses his Dexterity bonus (if any).

Dazed
The creature is unable to act normally. A dazed creature can take no actions, but has no
penalty to AC. A dazed condition typically lasts 1 round.

Dazzled
The creature is unable to see well because of overstimulation of the eyes. A dazzled
creature takes a –1 penalty on attack rolls and sight-based Perception checks.

Dead
The character’s hit points are reduced to a negative amount equal to his Constitution score,
his Constitution drops to 0, or he is killed outright by a Technique or effect. The character’s
soul leaves his body. Dead characters cannot benefit from normal or magical healing, but
they can be restored to life via magic. A dead body decays normally unless magically
preserved, but magic that restores a dead character to life also restores the body either to
full health or to its condition at the time of death (depending on the Technique or device).
Either way, resurrected characters need not worry about rigor mortis, decomposition, and
other conditions that affect dead bodies.

Deafened
A deafened character cannot hear. He takes a –4 penalty on initiative checks, automatically
fails Perception checks based on sound, takes a –4 penalty on opposed Perception checks,
and has a 20% chance of Technique failure when using Techniques with verbal
components. Characters who remain deafened for a long time grow accustomed to these
drawbacks and can overcome some of them.

Disabled
A character with 0 hit points, or one who has negative hit points but has become stable and
conscious, is disabled. A disabled character may take a single move action or standard
action each round (but not both, nor can he take full-round actions, but he can still take swift,
immediate, and free actions). He moves at half speed. Taking move actions doesn’t risk
further injury, but performing any standard action (or any other action the GM deems
strenuous, including some free actions such as using a quickened Technique) deals 1 point
of damage after the completion of the act. Unless the action increased the disabled
character’s hit points, he is now in negative hit points and dying.

A disabled character with negative hit points recovers hit points naturally if he is being
helped. Otherwise, each day he can attempt a DC 10 Constitution check after resting for 8
hours, to begin recovering hit points naturally. The character takes a penalty on this roll
equal to his negative hit point total. Failing this check causes the character to lose 1 hit point,
but this does not cause the character to become unconscious. Once a character makes this
check, he continues to heal naturally and is no longer in danger of losing hit points naturally.

Energy Drained
The character gains one or more negative levels, which might become permanent. If the
subject has at least as many negative levels as Hit Dice, he dies. See Energy Drain and
Negative levels more information.

Entangled
The character is ensnared. Being entangled impedes movement, but does not entirely
prevent it unless the bonds are anchored to an immobile object or tethered by an opposing
force. An entangled creature moves at half speed, cannot run or charge, and takes a –2
penalty on all attack rolls and a –4 penalty to Dexterity. An entangled character who
attempts to use a Technique must make a concentration check (DC 15 + Technique level) or
lose the Technique.

Exhausted
An exhausted character moves at half speed, cannot run or charge, and takes a –6 penalty
to Strength and Dexterity. After 1 hour of complete rest, an exhausted character becomes
fatigued. A fatigued character becomes exhausted by doing something else that would
normally cause fatigue.

Fascinated
A fascinated creature is entranced by a supernatural or Technique effect. The creature
stands or sits quietly, taking no actions other than to pay attention to the fascinating effect,
for as long as the effect lasts. It takes a –4 penalty on skill checks made as reactions, such
as Perception checks. Any potential threat, such as a hostile creature approaching, allows
the fascinated creature a new saving throw against the fascinating effect. Any obvious
threat, such as someone drawing a weapon, useing a Technique, or aiming a ranged
weapon at the fascinated creature, automatically breaks the effect. A fascinated creature’s
ally may shake it free of the Technique as a standard action.

Fatigued
A fatigued character can neither run nor charge and takes a –2 penalty to Strength and
Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to
become exhausted. After 8 hours of complete rest, fatigued characters are no longer
fatigued.

Flat-Footed
A character who has not yet acted during a combat is flat-footed, unable to react normally to
the situation. A flat-footed character loses his Dexterity bonus to AC (if any) and cannot
make attacks of opportunity.

Frightened
A frightened creature flees from the source of its fear as best it can. If unable to flee, it may
fight. A frightened creature takes a –2 penalty on all attack rolls, saving throws, skill checks,
and ability checks. A frightened creature can use special abilities, including Techniques, to
flee; indeed, the creature must use such means if they are the only way to escape.

Frightened is like shaken, except that the creature must flee if possible. Panicked is a more
extreme state of fear.

Grappled
A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot
move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack
rolls and combat maneuver checks, except those made to grapple or escape a grapple. In
addition, grappled creatures can take no action that requires two hands to perform. A
grappled character who attempts to use a Technique or use a Technique-like ability must
make a concentration check (DC 10 + grappler’s CMB + Technique level, see
Concentration), or lose the Technique. Grappled creatures cannot make attacks of
opportunity.

A grappled creature cannot use Stealth to hide from the creature grappling it, even if a
special ability, such as hide in plain sight, would normally allow it to do so. If a grappled
creature becomes invisible, through a Technique or other ability, it gains a +2 circumstance
bonus on its CMD to avoid being grappled, but receives no other benefit.

Helpless
A helpless character is paralyzed, held, bound, sleeping, unconscious, or otherwise
completely at an opponent’s mercy. A helpless target is treated as having a Dexterity of 0 (–
5 modifier). Melee attacks against a helpless target get a +4 bonus (equivalent to attacking a
prone target). Ranged attacks get no special bonus against helpless targets. Rogues can
sneak attack helpless targets.

As a full-round action, an enemy can use a melee weapon to deliver a coup de grace to a
helpless foe. An enemy can also use a bow or crossbow, provided he is adjacent to the
target. The attacker automatically hits and scores a critical hit. (A rogue also gets his sneak
attack damage bonus against a helpless foe when delivering a coup de grace.) If the
defender survives, he must make a Fortitude save (DC 10 + damage dealt) or die. Delivering
a coup de grace provokes attacks of opportunity.

Creatures that are immune to critical hits do not take critical damage, nor do they need to
make Fortitude saves to avoid being killed by a coup de grace.

Incorporeal
Creatures with the incorporeal condition do not have a physical body. Incorporeal creatures
are immune to all nonmagical attack forms. Incorporeal creatures take half damage (50%)
from magic weapons, Techniques, Technique-like effects, and supernatural effects.
Incorporeal creatures take full damage from other incorporeal creatures and effects, as well
as all force effects.

Invisible
Invisible creatures are visually undetectable. An invisible creature gains a +2 bonus on
attack rolls against a sighted opponent, and ignores its opponent’s Dexterity bonus to AC (if
any). See Invisibility, under Special Abilities.

Nauseated
Creatures with the nauseated condition experience stomach distress. Nauseated creatures
are unable to attack, use Techniques, concentrate on Techniques, or do anything else
requiring attention. The only action such a character can take is a single move actions per
turn.

Panicked
A panicked creature must drop anything it holds and f lee at top speed from the source of its
fear, as well as any other dangers it encounters, along a random path. It can’t take any other
actions. In addition, the creature takes a –2 penalty on all saving throws, skill checks, and
ability checks. If cornered, a panicked creature cowers and does not attack, typically using
the total defense action in combat. A panicked creature can use special abilities, including
Techniques, to f lee; indeed, the creature must use such means if they are the only way to
escape.

Panicked is a more extreme state of fear than shaken or frightened.

Paralyzed
A paralyzed character is frozen in place and unable to move or act. A paralyzed character
has effective Dexterity and Strength scores of 0 and is helpless, but can take purely mental
actions. A winged creature f lying in the air at the time that it becomes paralyzed cannot f lap
its wings and falls. A paralyzed swimmer can’t swim and may drown. A creature can move
through a space occupied by a paralyzed creature—ally or not. Each square occupied by a
paralyzed creature, however, counts as 2 squares to move through.

Petrified
A petrified character has been turned to stone and is considered unconscious. If a petrified
character cracks or breaks, but the broken pieces are joined with the body as he returns to
flesh, he is unharmed. If the character’s petrified body is incomplete when it returns to flesh,
the body is likewise incomplete and there is some amount of permanent hit point loss and/or
debilitation.

Pinned
A pinned creature is tightly bound and can take few actions. A pinned creature cannot move
and is denied its Dexterity bonus. A pinned character also takes an additional –4 penalty to
his Armor Class. A pinned creature is limited in the actions that it can take. A pinned
creature can always attempt to free itself, usually through a combat maneuver check or
Escape Artist check. A pinned creature can take verbal and mental actions, but cannot use
any Techniques that require a somatic or material component. A pinned character who
attempts to use a Technique or use a Technique-like ability must make a concentration
check (DC 10 + grappler’s CMB + Technique level) or lose the Technique. Pinned is a more
severe version of grappled, and their effects do not stack.

Prone
The character is lying on the ground. A prone attacker has a –4 penalty on melee attack rolls
and cannot use a ranged weapon (except for a crossbow). A prone defender gains a +4
bonus to Armor Class against ranged attacks, but takes a –4 penalty to AC against melee
attacks.

Standing up is a move-equivalent action that provokes an attack of opportunity.

Shaken
A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability
checks. Shaken is a less severe state of fear than frightened or panicked.

Sickened
The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws,
skill checks, and ability checks.

Stable
A character who was dying but who has stopped losing hit points each round and still has
negative hit points is stable. The character is no longer dying, but is still unconscious. If the
character has become stable because of aid from another character (such as a Heal check
or magical healing), then the character no longer loses hit points. The character can make a
DC 10 Constitution check each hour to become conscious and disabled (even though his hit
points are still negative). The character takes a penalty on this roll equal to his negative hit
point total.

If a character has become stable on his own and hasn’t had help, he is still at risk of losing
hit points. Each hour he can make a Constitution check to become stable (as a character
that has received aid), but each failed check causes him to lose 1 hit point.

Staggered
A staggered creature may take a single move action or standard action each round (but not
both, nor can he take full-round actions). A staggered creature can still take free, swift, and
immediate actions. A creature with nonlethal damage exactly equal to its current hit points
gains the staggered condition.

Stunned
A stunned creature drops everything held, can’t take actions, takes a –2 penalty to AC, and
loses its Dexterity bonus to AC (if any).
Unconscious
Unconscious creatures are knocked out and helpless. Unconsciousness can result from
having negative hit points (but not more than the creature’s Constitution score), or from
nonlethal damage in excess of current hit points.

Character

Character Creation
First: Each of your basic Abilities begin at 10.

Second: Choose an Origin, apply its benefits.

Third: Choose a Dedication, apply benefits.

Fourth: Choose a Base Class, but apply only HP and Ability boost.

Fifth: Apply four Ability boosts.

Sixth: Apply Class benefits.

Seventh: Two free first level feat.

Eight: Record chakra pool: 4+con mod. Increases by 2 + con mod per level. Record
Reserve, increases by 2 per level. Pick a primary Chakra nature, might be dictated by
bloodline or kekkei genkai.

Ninth: Choose 3 jutsu you’re capable of using. Every Shinobi Character starts off with a
Ninja kit.

Boost
A boost to an ability score, is a +2.

General Proficiency
All characters are proficient with Nin-weapons and Nin-Armor as well as unarmed damage,
which deals 1d4 points of bludgeoning.

Level up benefit outside of class


3rd level and every odd level after, gain a feat.
4th level and every 4 after that, gain 2 ability boosts. Abilities above 18, increase by only 1.
Step 1: Origin
Origins in [Shinobi Legends] function similarly to races in ordinary D20 games, providing an
attribute boost, a selection of feats or possibly a skill point or two.

Clan Raised
You were raised as a part of one of the many clans of ninjas.
HP: 6
Boosts: Intelligence, Charisma, Free
Special: One Basic Chakra Feat
Note: For specific clans, check the Specific Clan Origins document.

Orphaned
Your parents perished due to some unforeseen tragedy, you now live your life alone. This
has left you with a staunch will.
HP: 9
Boosts: Strength, Constitution, Free
Special: Improved Chakra Recovery feat.

Common
There was nothing particularly special about your childhood.
HP: 8
Boosts: Free, Free
Special: Gain +2 skill points per level

Wildling
You were raised in the wild, as such you’re intune with your savage self.
HP: 10
Boosts: Strength, Wisdom, Free
Special: Great Fortitude

Raised in Iron
You were raised amongst the Samurai in the land of Iron.
HP: 9
Boosts: Dexterity, Wisdom, Free
Special: You choose either Archaic Weapon Proficiency or Improved Initiative feat

Prodigy Child
Throughout your childhood, you were told you were special. You even felt special.
HP: 7
Boosts: Intelligence, Charisma, Free
Special: Choose between: Ninjutsu Adept, Taijutsu Adept or Genjutsu Adept as a bonus
feat.

Wandering Master
You’ve been raised by a wandering master, never really belonging to any one village or land.
Perhaps he was a missing-nin or Ronin from the Land of Iron. Whatever the case, your
origin was never boring
HP: 9
Boosts: Dexterity, Constitution, Free
Special: Choose either Archaic Weapon Proficiency, Hand seal proficiency or Improved
Martial arts as a bonus feat (Feats gained through this Origin ignore prerequisite
requirements.)

Covert Childhood
Your childhood was spent training with one of the various clandestine organisations in your
village.
HP: 8
Boosts: Dexterity, Charisma, Free
Special: Hand Seals Proficiency Bonus feat.

Lab Experiment
You are the result of experimentation from a possibly twisted shinobi or scientist done in
secrecy. Possibly even undergoing a torturous transformation.
HP: 8
Boosts: Constitution, Wisdom, Free
Special: Gain a 1 Alteration Point to spend on the Alterations list.

Specific Clan Origins


Aburame Raised
You were raised as a part of the Aburame Clan of Insect specialists
HP: 5
Boosts: Constitution, Intelligence, Free (Excluding Charisma)
Special: You immediately learn the Parasitic Destruction Insect Technique or Phosphorus
Destruction Insect Technique, and the Swarming Intensity feat.

Akimichi Raised
You were raised as a part of the Akimichi clan of Konohagakure
HP: 8
Boosts: Strength, Constitution, Free (Excluding Dexterity)
Special: You gain the Caloric Control Feat and learn the Expansion Jutsu, disregarding
requirements.

Chinoike Raised
You were raised as a part of the infamous Chinoike clan, Doujutsu usurpers
HP: 5
Boosts: Dexterity, Charisma, Free (Excluding Wisdom)
Special: You gain the Ketsuryūgan template and the Genjutsu Adept feat as a bonus feat

Hōzuki Raised
You were raised as a part of the Hōzuki Clan of Kirigakure
HP: 6
Boosts: Constitution, Intelligence, Free (Excluding Wisdom)
Special: You gain the Technique Focus (Water Release) feat and learn the Hydrification
Technique regardless of requirements.

Hyūga Raised
You were raised as a part of the Hyūga clan of the Byakugan, from Konohagakure
HP: 4
Boosts: Dexterity, Wisdom, Free (Excluding Strength)
Special: You begin play with the Byakugan and Hyuga Porous Body Template and the
Advanced Study feat (Gentle Fist Stance)

Inuzuka Raised
You were raised as a part of the beastmaster Clan of Konohagakure
HP: 7
Boosts: Constitution, Wisdom, Free (Excluding Intelligence)
Special: Gain the Inuzuka: Ninken Companion feat

Izuno Raised
You were raised as a part of Clan Izuno, known to employ techniques that lend upon the
strength of the cat. But perhaps most prominently known for never having produced anyone
of significance.
HP: 7
Boosts: Dexterity, Intelligence, Free (Excluding Constitution)
Special: Gain Sealweaver as a bonus feat

Kaguya Raised
You were raised as a part of the murderous Kaguya Clan
HP: 5
Boosts: Constitution, Charisma, Free (Excluding Dexterity)
Special: You begin play with the Dead Bone Pulse Template and the Improved Chakra
Recovery feat

Kamizuru Raised
You were raised as a part of the Bee masters of Iwagakure, all Tsuchikage hail from your
clan.
HP: 4
Boosts: Intelligence, Charisma, Free (Excluding Wisdom)
Special: You begin play with the Stinging Hive Insect Technique and the Advanced Study
(Thousand Bee Stings Technique)

Nara Raised
You were raised as a part of the genius Nara Clan, masters of shadow and strategy
HP: 5
Boosts: Intelligence, Wisdom, Free (Excluding Strength)
Special: You begin play the Advanced Study (Shadow Imitation Jutsu) and the Combat
Expertise Feat

Sarutobi Raised
You were raised as a part of the Sarutobi clan of Konohagakure
HP: 6
Boosts: Intelligence, Wisdom, Free (Excluding Constitution)
Special: You begin play with the Additional Chakra Nature (Fire) and Technique focus (Fire
Release)

Senju Raised
You were raised as a part of the legendary Senju clan, founders of Konohagakure
HP: 7
Boosts: Constitution, Intelligence, Free
Special: You gain either Senju: Thousand Hands or Senju: Enhanced Life-Force as a bonus
feat

Uchiha Raised
You were raised as a part of the clan of hatred, the legendary Uchiha of the Sharingan
HP: 6
Boosts: Intelligence, Charisma, Free (Excluding Constitution)
Special: You begin play with the Sharingan Template, which activates at level 3 at the latest
and the Additional Chakra nature (Fire)

Uzumaki Raised
You were raised as a part of the clan of whirlpools, the Uzumaki, legends of Sealing
Technique
HP: 6
Boosts: Constitution, Wisdom, Free (Excluding Intelligence)
Special: You gain either Uzumaki Life-Force or Sealweaver as a bonus feat

Yamanaka Raised
You were raised as a part of the Yamanaka Clan, master sensory Ninja
HP: 4
Boosts: Wisdom, Charisma, Free (Excluding Constitution)
Special: You begin play with the Advanced study (Mind Transfer Jutsu) and the Sense
Chakra Ability.

Yuki Raised
You were raised as a member of the mercenary Yuki clan of the Land of Water, growing up
you felt the prejudice of those around you, those maggots fearful of your power.
HP: 5
Boosts: Dexterity, Wisdom, Free (Excluding Constitution)
Special: You can choose to begin the game with Advanced Chakra Nature (Ice) or the
Additional Chakra Nature (Water) feats
Step 2: Dedication
Your dedication is what form your initial training has taken, it doesn’t shape your future but it
does define your past somewhat.

Stealth Dedication
You’ve focused your early training on stealth.
Boosts: Dexterity or Intelligence, Free
Skill: Stealth becomes a class skill
Feat: Stealthy or Weapon Finesse.

Taijutsu Dedication
You’ve focused your early training on Unarmed Combat
Boosts: Strength or Dexterity, Free
Skill: Taijutsu becomes a class skill
Feat: Taijutsu Adept

Ninjutsu Dedication
You’ve focused your early training on Ninjutsu
Boosts: Intelligence or Wisdom, Free
Skill: Ninjutsu becomes a class skill
Feat: Ninjutsu Adept

Genjutsu Dedication
You’ve focused your early training on Genjutsu
Boosts: Intelligence or Charisma, Free
Skill: Genjutsu becomes a class skill
Feat: Genjutsu Adept

Chakra Dedication
You’ve focused your early training on Chakra Control
Boosts: Constitution or Wisdom, Free
Skill: Chakra control becomes a class skill
Feat: Chakra Adept.

Kenjutsu Dedication
You’ve focused your early training on Kenjutsu
Boosts: Strength or Dexterity, free
Skill: Taijutsu becomes a class skill
Feat: Power Attack or Weapon Finesse.

Medical Dedication
Boosts: Wisdom or Dexterity, Free
Skill: Ninjutsu becomes a class skill
Feat: Chakra Adept

Social Dedication
Boosts: Charisma or Intelligence, Free
Skill: Deception, Diplomacy or Intimidate becomes a class skill
Feat: Persuasive

Lore Dedication
Boosts: Intelligence or Wisdom, Free
Skill: Lore becomes a class skill
Feat: Skill focus (lore)

Step 3: Class boosts, HP and Skills


For your convenience Class Boosts, HP and SKills for step four is listed here.

Athlete
HP: 9
Boost: Strength or Dexterity
Class Skills: Acrobatics, Athletics, Crafting, Intimidation, Lore, Stealth, Survival, Taijutsu
Skills per level: 4 + int modifier.

Bully
HP: 10
Boost: Strength or Constitution
Class Skills: Athletics, Crafting, Deception, Intimidation, Perception, Stealth, Survival,
Taijutsu
Skills per level: 2 + int modifier.

Dilettante
HP: 8
Boost: Wisdom or Charisma
Class Skills: Acrobatics, Crafting, Deception, Diplomacy, Intimidation, Lore, Performance,
Society, Genjutsu
Skills per level: 4 + int modifier.

Geek
HP: 6
Boost: Intelligence or Wisdom
Class Skills: Acrobatics, Escape Artist, Lore, Medicine, Nature, Society, Chakra Control,
Ninjutsu Taijutsu
Skills per level: 6 + int modifier.

Nobody
HP: 7
Boost: Constitution or Intelligence
Class skills: Acrobatics, Crafting, Deception, Lore, Medicine, Perception, Stealth, Survival,
Thievery, Chakra control, Genjutsu
Skills per level: 4 + Int modifier

Troublemaker
HP: 7
Boost: Dexterity or Charisma
Class Skills: Acrobatics, Athletics, Crafting, Deception, Escape Artist, Intimidation, Lore,
Perception, Performance, Stealth, Survival, Thievery, Taijutsu, Genjutsu
Skills per level: 6 + int modifier.

Step 4: Ability Boosts


Apply 4 Ability boosts to your Abilities.

Step 5: Classes
Apply the remaining Class Benefits of your chosen Base Class

Step 6: Feats
Choose 2 additional feats, apply them to your character.

Step 7: Chakra Nature, Pool and Reserve


Record chakra pool: 4+con mod. Increases by 2 + con mod per level. Record Reserve,
increases by 2 per level.
Pick a primary Chakra nature, might be dictated by bloodline or kekkei genkai.

Step 8: Finishing Touches


Choose 3 Techniques your character is capable of performing.
Gain a Ninja Kit.

Ninja Kit
A starting character gains access to the following choices of items.

A belt pouch
Containing two of either
15 kunai, 35 shuriken, 70 throwing needles, 2 smoke bombs, two blank scrolls.

A Shuriken Holster
Containing two of either:
2 Kunai, 7 Shuriken, 10 Throwing needles

And a choice of two of either


1 Lesser Paper bomb, 1 Smoke Bomb, 1 Sunburst Tag, or 1 Sealing tag.

Additionally all gain one Casual Ninja outfit and three Ration pills.
Base Classes

Base classes function in a similar way to ordinary classes, save that they only have 3 levels
before launching the character into an advanced class.
When you first enter a base class, you must choose one of it’s paths, gaining the basic
ability at level one, advanced at level two and the expert ability at level three.

Athlete
HP: 9
Boost: Strength or Dexterity
Class Skills: Acrobatics, Athletics, Crafting, Intimidation, Lore, Stealth, Survival, Taijutsu
Skills per level: 4 + int modifier.

Level Bab Fort Ref Will Special Defense


save save save

1st +0 +2 +2 +0 Direction +1

2nd +1 +3 +3 +0 Bonus Feat +2

Direction
3rd +2 +3 +3 +1 Talent +3

Athlete Proficiency: The Athlete is Proficient in Archaic weapons and Nin-weapons, as well
as all Light armour.

Direction
Adrenaline Rush (Ex): An Athlete can call upon her inner reserves of strength and speed
as a free action to overcome otherwise insurmountable obstacles. An Athlete can harness
this energy for a number of rounds per day equal to 4 + her Constitution modifier. At each
level after 1st, she can use adrenaline rush for an additional 2 rounds. Temporary increases
to the Constitution does not allow her to use this ability for additional rounds per day.

While experiencing an adrenaline rush, an Athlete gains a +1 bonus on Acrobatics, Athletics,


Constitution, Dexterity, Strength checks. This bonus increases by 1 at 3rd level

An Athlete can end her adrenaline rush as a free action and is fatigued afterward for a
number of rounds equal to double the number of rounds she used this ability. An Athlete
can’t begin an adrenaline rush while fatigued or exhausted. If she falls unconscious, she can
choose to continue her adrenaline rush.

Perseverance (Ex): Once per day, plus one additional time at level 3, the Athlete with the
Perseverance Direction, can ignore the fatigued and exhausted condition for a number of
rounds equal to his Wisdom modifier + his class level. Perseverance can be activated as a
Swift or Immediate action.

Direction Talents
Adrenaline Deeds
You pick one of the following deeds, these only take effect during an adrenaline rush.

Impossible Speed (Ex)


Increase speed by +10 ft.

Powerful Leaper (Ex)


The Athlete always counts as a having a running start when jumping, plus she triples her
bonus to acrobatics for resolving leaps.

Powerful Swimmer (Ex)


The Athlete a swim speed equal to his land speed.

Perseverance Deeds
Pick one of the following, gain their benefit during Perseverance.

Mental Conviction (Ex)


Ignore the Paralyzed Condition while Perseverance is active.

Emotional Conviction (Ex)


Ignore the Panicked Condition while Perseverance is active.

Physical Conviction (Ex)


Ignore the Dazed Condition while Perseverance is active,

Bully
HP: 10
Boost: Strength or Constitution
Class Skills: Athletics, Crafting, Deception, Intimidation, Perception, Stealth, Survival,
Taijutsu
Skills per level: 2 + int modifier.

Level Bab Fort Ref Will Special Defense


save save save

1st +1 +2 +0 +0 Direction +1

2nd +2 +3 +0 +0 Bonus Feat +1


3rd +3 +3 +1 +1 Direction Talent +2

Bully Proficiency: The Bully is Proficient in Archaic weapons and Nin-weapons, as well as
all Light armour and Medium armour.

Direction
Thug (Ex): Whenever the bully successfully uses intimidate to demoralize an opponent,
extend the shaken condition by 1 round. In addition, if a target is shaken for 4 rounds or
more, the Thug can choose to make her frightened for 1 round instead.

Furious Bully (Ex): Once per day, when the bully would be reduced below 0 hit points he’s
not. Instead he’s reduced to 1 hit point. He can’t be reduced further, until the beginning of his
next turn.

Direction Talent
Thug’s Talents
Sickening Threat: Whenever the Thug successfully demoralizes his opponent, they’re
sickened for the first round along with shakened.

Nauseating Punch: Once per day, when striking a target that’s currently shaken, the Thug
can cause them to be nauseated for 1d3 rounds.

Furious Bully’s Talent


Relentless fury (Ex)
The Furious Bully is unstoppable in his hatred, he is immune to being slowed, immobilized,
knocked prone, Bleed, Dazed and Confused during the round his Furious Bully was
activated.

Tough as Nails (Ex)


When his Furious Bully has been triggered, the bully heals 1d8+3 hit points (+1d8+3 per 3
levels of the character) and gains a Damage reduction of 3/- (+1 for every 5 levels) for the
next 3 rounds.

Dilettante
HP: 8
Boost: Wisdom or Charisma
Class Skills: Acrobatics, Crafting, Deception, Diplomacy, Intimidation, Lore, Performance,
Society, Genjutsu
Skills per level: 4 + int modifier.

Level Bab Fort Ref Will Special Defense


save save save
1st +0 +0 +2 +2 Direction +1

2nd +1 +0 +3 +3 Bonus Feat +1

Direction
3rd +2 +1 +3 +3 Talent +1

Proficiency: The Dilettante is Proficient in all Nin-weapons, as well as all Light armour.

Charm Direction
The Dilettante has an innate talent for being charming and captivating.

Charm: The Dilettante gets a competence bonus on all Charisma-based skill checks made
to influence members of his chosen gender. (Some characters are charming to members of
the opposite gender, others to members of the same gender.) The bonus is equal to the
character’s Dilettante level. A Dilettante can only charm characters with attitudes of
indifferent or better. The charm bonus can’t be used against characters who are unfriendly or
hostile. This ability can be taken more than once (for another gender).

Favor: The Dilettante has the ability to acquire minor aid from anyone he meets. By making
a favor check, a Dilettante can gain important information without going through the time
and trouble of doing research. Favors can also be used to acquire the loan of equipment or
documents, or to receive other minor assistance in the course of an adventure. A Dilettante
spends 1 hour in conversation to activate this talent. To make a favor check, roll a d20 and
add the character’s favor bonus, equal to the character’s level + Charisma Modifier + Charm
bonus (If applicable). The GM sets the DC based on the scope of the favor being requested.
The DC ranges from 10 for a simple favor to as high as 30 for formidable and highly
dangerous, expensive, or illegal favors. A Dilettante can’t take 10 or 20 on this check, nor
can the Dilettante retry the check for the same (or virtually the same) favor. Favors should
help advance the plot of an adventure. A favor that would enable a character to avoid an
adventure altogether should always be unavailable to the character, regardless of the result
of a favor check. The GM should carefully monitor a Dilettantes use of favors to ensure that
this ability isn’t abused. The success or failure of a mission shouldn’t hinge on the use of a
favor, and getting a favor shouldn’t replace good roleplaying or the use of other skills. The
GM may disallow any favor.
Prerequisite: Charm.

Leadership Direction
The Dilettante has a talent for leadership and inspiration.

Coordinate: The Dilettante has a knack for getting people to work together.
When the hero can spend a full round directing his allies and makes a Charisma check (DC
10), the Dilettante provides any of his allies within 30 feet a +1 bonus on their attack rolls
and skill checks. The bonus lasts for a number of rounds equal to the hero’s Charisma
modifier. The hero can coordinate a number of allies equal to his Dilettante level.
Inspiration: The Dilettante can inspire his allies, bolstering them and improving their
chances of success. An ally must listen to and observe the Dilettante for a full round for the
inspiration to take hold, and the Dilettante must make a Charisma check (DC 10). The effect
lasts for a number of rounds equal to the Dilettante’s Charisma modifier. An inspired ally
gains a +2 morale bonus on saving throws, attack rolls, and damage rolls. A Dilettante can’t
inspire himself. The hero can inspire a number of allies equal to is Dilettante level.
Prerequisite: Coordinate.

Geek
HP: 6
Boost: Intelligence or Wisdom
Class Skills: Acrobatics, Lore, Medicine, Nature, Society, Chakra Control, Ninjutsu Taijutsu
Skills per level: 6 + int modifier.

Level Bab Fort Ref Will Special Defense


save save save

1st +0 +0 +0 +2 Direction +1

2nd +1 +0 +0 +3 Bonus Feat +1

Direction
3rd +1 +1 +1 +3 Talent +1

Proficiency: The Geek is Proficient in all Nin-weapons.

Direction
Tactician’s Decree (Ex): The Geek can increase his allies chance of success, should he
take the time to explain his carefully laid plan. This can be done a number of times per day
equal to his Intelligence modifier, and affects up to a number of targets equal to his wisdom
modifier. This takes one minute. This gives them a single D6 die to apply to anyone of the
following, during the next encounter: AC and Saves.

Empiricist (Ex): An empiricist’s ability to notice the minutiae of almost everything that
happens around him allows him to make shrewd and insightful calculations about people
and even inanimate objects. An empiricist uses his Intelligence modifier instead of the skill’s
typical ability for all Perception and Thievery rolls. He can also use his Intelligence modifier
instead of Charisma on any Diplomacy checks made to gather information.

Direction Talent
Tactician’s Talents
Choose one of the following and apply it to your Tactician’s Decree.

You can now add your +1d6 to Hit or Damage.


You can now add your +1d6 to Skill checks.

Empiricist’s Talents
Intimidating Intellect (Ex)
Add your Intelligence bonus to your Intimidate rolls, instead of Charisma.

Library Mind: Gain +2 skill points per level, these may only be used to purchase Lore’s.
This takes effect retroactively.

Mind over Body: Add your Wisdom modifier to your chakra gain per level, rather than your
Constitution modifier.

Nobody
HP: 7
Boost: Constitution or Intelligence
Class skills: Acrobatics, Crafting, Deception, Lore, Medicine, Perception, Stealth, Survival,
Thievery, Chakra control, Genjutsu
Skills per level: 4 + Int modifier

Level Bab Fort Ref Will Special Defense


save save save

1st +0 +0 +2 +2 Direction +1

2nd +1 +0 +3 +3 Bonus Feat +2

Direction
3rd +2 +1 +3 +3 Talent +2

Proficiency: The Nobody is Proficient in all Nin-weapons, as well as all Light armour.

Direction
Overlooked (Ex): An overlooked Nobody is extremely hard to pinpoint, even when he
himself tries to stand out. The overlooked nobody can roll a stealth check to remain
undetected in a group of people, just as if he had concealment. A group of people consists of
at least him and two others. Though this only works, if Nobody hasn’t specifically been called
out or addressed directly. (A greeting doesn’t count as being directly called out.)

Withdrawn (Su): The Withdrawn has learned to fade from the world around him, he can
suppress his chakra until he decides to use any of his chakra related abilities. He gains the
Suppress Chakra Ability.

Direction Talent
Overlooked
Public Vanish (Ex): The Overlooked can now attempt to fade into the background, even if
he’s observed. This doesn’t work during encounters.

Motionless Cover (Ex): The overlooked now no longer need a group to hide behind, or
indeed any sort of concealment when within an area that’s public and where it’s not unusual
to see people being stood around. However doing so, the Overlooked needs to stand
perfectly still, performing a single action requiring any sort of motion or that would cause an
effect to indicate his position would instantly give him away.

Withdrawn
Fading Chakra (Su): The Withdrawn Nobody sits in the back of the class, they don’t speak
up when questions are asked, they never make a point out of letting their presence be
noticed. This sort of behaviour has rubbed off on their Chakra, a Withdrawn Nobody’s
Chakra is always considered to be of a strength one level lower than it currently represents
for the purpose of being sensed. I.e If it’s Strong, it’d be sensed as moderate. Trifling can’t
be reduced to nothing. Additionally, the Nobody’s Chakra score is considered to be 5 lower
for the purpose of Suppress Chakra.

Unobserved Observer (Su): The Withdrawn has spent most of his time in the back of the
class, observing the rest, honing his powers of perception. The Withdrawn gains the ability to
Sense chakra

Troublemaker
HP: 7
Boost: Dexterity or Charisma
Class Skills: Acrobatics, Athletics, Crafting, Deception, Intimidation, Lore, Perception,
Performance Stealth, Survival, Thievery, Taijutsu, Genjutsu
Skills per level: 6 + int modifier.

Level Bab Fort Ref Will Special Defense


save save save

1st +0 +0 +2 +0 Direction +1

2nd +1 +0 +3 +0 Bonus Feat +2

3rd +2 +1 +3 +1 Direction Talent +3

Troublemaker Proficiency (Ex)


The Troublemaker is Proficient in all Nin-weapons, as well as all Light armour.

Direction
Scoundrel (Ex)
The Troublemaker gains the Shinobi Agent sneak attack feature at 1d6. This feature stacks
with any other Sneak attack gained.

Charlatan (Ex)
A Troublemaker with this talent can attempt to spread a rumour through a small town or
larger settlement by making a Deception check. She can do so a number of times per week
equal to her Charisma modifier + 1 (minimum 1). The DC is based on the size of the
settlement, and it takes a week for the rumour to propagate through the settlement. If the
check succeeds, the rumour is practically accepted as fact within the community; succeeding
by 5 or more over the DC decreases the time it takes the rumour to propagate by 1d4 days.
A failed check means the rumour failed to gain traction, while failing by 5 or more causes the
opposite of the rumour or some other competing theory involving the rumour’s subject to
take hold.

Community Size DC

Small town 18

Large town 20

Small city 25

Large city 30

Metropolis 35

Direction Talent

Scoundrels Talent
Cheap Shot (Ex)
When dealing sneak attack damage, the Scoundrel can drop 1 sneak attack dice and
instead leave the target sickened for 1 round per 1 sneak attack dice sacrificed.

Switcheroo (Ex)
Instead of dealing sneak attack damage, the scoundrel can choose to leave a small item that
fits in a hand, in the target's pocket or on their general person. This is most often used to
leave Paper bombs or similar.

Charlatan Talent
Opportunistic Deceiver (Ex)
When in a town in which he has successfully spread positive rumours about himself, the
Charlatan can take advantage of one of the following benefits once every two weeks.
- 20% discount on ordinary items
- Free luxury lodging for two weeks
- Ask for a loan: Gain a +5 on your next wealth check.
- Gain medical treatment for free.
- Gain the assistance of a single sycophantic follower, this is a 1st level non-heroic character
ready and willing to do your bidding. Enjoy your minion.

Liar’s Vanish (Ex)


The charlatan is capable of covering his tracks exceptionally well, when in a city in which he
has successfully spread a rumour, he will receive a +10 bonus to Deception checks, Stealth
and Thievery checks but only when working towards the goal of remaining unseen and
unfound. This bonus extends towards moves such as faking his own death, covering up his
tracks and just in general remain obfuscated in a crowd.

Advanced Classes

Brawler

Not every individual capable of fighting are Shinobi or Samurai, some pick up the pugilistic
arts over the course of a long and distinguished criminal career. Some are taught through
ancient traditions in rural villages, some are simply born with an instinct for battle. All of
these instances, and more, fall under the Brawler. An individual with no formal Ninja
Training, but with enough grit and determination to stand up to most Shinobi with his own
fighting prowess.

Requirements:
To qualify to become a Brawler, a character must fulfil all the following criteria.
Skills: Taijutsu 3 ranks.
Feats: Improved Martial Arts or Archaic Weapon Proficiency feat

HP: 10

Class Skills
The Brawler's class skills are as follows.
Acrobatics, Athletics, Escape Artist, Intimidate, Lore (History), Lore (Traditions), Nature,
Perception, Society, Survival, Taijutsu
Skill Points at Each Level: 4 + Int modifier.

Level Bab Fort Ref Will Special Defense


Save Save save

1st +1 Bonus Chakra, Fighter’s


+1 +1 +0 Tradition +1

2nd +2 +1 +1 +1 Grit +2

3rd +3 +2 +2 +1 Bonus Feat +2


4th +4 +2 +2 +1 Survival Tactics +3

5th +5 +3 +3 +2 Extreme Resistance +4

6th +6 +3 +3 +2 Bonus Feat +4

7th +7 +4 +4 +2 Evasion +5

8th +8 +4 +4 +3 Point Points +6

9th +9 +5 +5 +3 Bonus Feat +6

10th +10 +5 +5 +3 True Grit +7

Bonus Chakra (Su)


The Brawler gains a certain amount of bonus chakra and bonus reserve from taking levels in
this class. The amount of bonus chakra or chakra reserve gained is shown on the table
below. It is not influenced by ability scores, and is in addition to the standard amount gained
every level from gaining an additional hit dice.

The amount of bonus chakra or reserve doesn't stack, simply choose the appropriate value
based on the character's class levels. Multiple instances of Bonus Chakra and Reserve,
such as from various classes, do stack with each other.

Class Bonus Bonus


levels Chakra Reserve

1st 1 1

2nd 1 2

3rd 1 3

4th 2 4

5th 2 5

6th 3 6
7th 3 7

8th 4 8

9th 4 9

10th 5 10

Fighter’s Tradition (Ex)


A Brawler is an expert at fighting unarmed. Their fighting style, compared to contemporary
Shinobi styles, may seem chaotic or disorganised, but they weave centuries of tradition
together to form a truly effective unarmed style. A Brawler increases the damage dice of his
unarmed attacks following this table. If a Brawler makes use of a Melee weapon, he can opt
to replace the weapon’s damage dice with those provided below.
Level Damage

1-2 1d8

3-4 1d10

5-6 2d6

7-8 2d8

9 2d10

Grit (Ex)
The Primary asset of a Brawler is their Grit, their determination is almost palpable and it has
seen them through many battles. A Brawler has a single Grit point at level 2, gaining an
additional point at level 4 and every other level thereafter for a total of 5 at level 10.
A point of Grit can be spent to activate any of the effects below. Spending a point of Grit is a
swift action and can be done as an Immediate action during an allies or opponents turn. Grit
refreshes once per day, whenever Chakra is recovered.

Resiliency: The Brawler can gain a bonus on a saving throw, this bonus is equal to the total
number of Grit points he can have. For instance, at level 2 it would be +1, at level 8 it would
be +4, etc. This bonus for one full round.

Shrug it off: A point of Grit can be spent to allow an additional saving throw against one of
the following conditions, Sickened, Shaken, Frightened, Fatigued, Nauseated, and any
penalty derived from pain. if successful the condition is abolished. If the condition is
persistent, such as the pain effects of a broken arm, the penalty is removed for a single
encounter.

Thick skinned: As an immediate action, a point of Grit can be spent to gain Damage
reduction 2/- against a single attack, full-round attack or technique.. This damage reduction
increases to 4/- at level 4, 6/- at level 6, 8/- at level 8 and 10/- at level 10. This decision must
be made before the damage of a given attack has been rolled, but after a successful hit has
been made.

Survival Tactics (Ex)


A Brawler is taught to use every advantage to survive, or beat his opponent. At 4th level, a
Brawler gains a +1 bonus on every roll to perform a Disarm, Feint, Grapple, Steal or Trip
combat maneuver. This bonus is included, even when such effects result from a Ninjutsu or
Taijutsu.

If a technique offers a save to avoid any of the following conditions, increase the save DC by
+1, Disarmed, Knocked down, pushed back, Feinted.

These bonuses increase by +1 at level 7 and again at level 10.

Extreme Resistance (Ex)


At 5th level, if the Brawler suffers any effect that causes ability damage, ability drain, or
temporary ability score penalties, the effect is reduced by 1. This reduction increases by 1
for every 2 levels beyond 5.

Evasion (Ex)
At 7th level, the Brawler is able to easily avoid traps, falling ceiling or fireballs. If the Brawler
is subject to an attack that allows him a Reflex save to take only half damage, the Brawler
takes no damage from the attack. If the Brawler already possesses the Evasion ability, he
takes half damage on a failed save, and no damage if the Reflex save succeeds. This ability
is nullified if the Brawler carries heavier than a light load.

Pain Points (Ex)


At 8th level, the Brawler’s advanced knowledge of anatomy grants a +3 bonus on critical hit
confirmation rolls and increases the DC of techniques that apply the following conditions,
Sickened, Nauseated, Fatigued, Exhausted, Staggered, Stunned or any effect relating to
pain, by +2.

True Grit (Ex)


At 10th level, once per encounter, whenever spending a point of Grit a Brawler can double
the bonus granted by that expenditure. Resiliency provides double the save bonus,
Thickskinned grants double the Damage reduction and Shrug it off lets him roll twice and
take the better result.

Elementalist

This elementalist specializes in Ninjutsu techniques of an element.

Requirements:
To qualify to become an elementalist, a character must fulfill all the following criteria.
Skills: Ninjutsu 3 ranks
Feats: Ninjutsu Adept
Special: Must know at least 4 Ninjutsu techniques of the element he wants to
specialize into.
HP: 6

Class Skills
The Elementalist's class skills are as follows.
Crafting, Diplomacy, Lore (any), Nature, Society, Chakra Control, Ninjutsu
Skill Points at Each Level: 3 + Int modifier.

Level Bab Fort Ref Will Special Defense


Save Save save

1st +0 Elemental Specialization,


+0 +0 +1 Bonus Chakra +1

2nd +1 +1 +1 +1 Elemental Fury +1

3rd +2 +1 +1 +2 Limitless Fury +2

4th +3 +1 +1 +2 Bonus Feat +2

5th +3 +2 +2 +3 Rage of Elements +3

6th +4 +2 +2 +3 Elemental Focus +3

7th +5 +2 +2 +4 Elemental Surge +4

Special Rules
A character may take this class more than once. Its effects don't stack, but he may
choose another element that is not opposed to the ones he chose up to now.

Element Specialization
At first level, the elementalist must choose one element he wishes to Specialize in.
He must choose from any of his elemental affinities. He gains a +2 bonus to his
Ninjutsu checks and can learn the techniques of a level higher than his Skill rank
would allow, of appropriate descriptor. Because of his deficiency with the opposed
element, he suffers a -2 penalty to his Ninjutsu and Learn checks and perform
requirements with techniques on the element his chosen element is weak against. In
the event of an Advanced Chakra nature, you pick one of the natures that make up
your advanced Chakra nature, and your deficiency is towards the element opposing
the chosen element.
Bonus Chakra
The Elementalist gains a certain amount of bonus chakra and bonus reserve from
taking levels in this class. The amount of bonus chakra or chakra reserve gained is
shown on the table below. It is not influenced by ability scores, and is in addition to
the standard amount gained every level from gaining an additional hit dice. The
amount of bonus chakra or reserve doesn't stack, simply choose the appropriate
value based on the character's class levels. Multiple instances of Bonus Chakra and
Reserve, such as from various classes, do stack with each other.

Class Bonus Bonus


levels Chakra Reserv
e

1st 1 4

2nd 3 8

3rd 5 12

4th 7 16

5th 9 20

6th 11 24

7th 13 28

Elemental Fury (Su)


At second level, the elementalist may use his specialised element with greater
efficiency. The elementalist deals an additional point of damage per die with any
Ninjutsu technique with the appropriate descriptor.

Limitless Fury (Su)


By third level, the elementalist is able to increase the range of his specialized
element. He may use any technique of his element and increase its range by 1.5
times. Techniques with a "Touch," "Personal," or "Melee" range are unaffected.

Bonus Feat
At 4th level, the Elementalist gets a bonus Meta-Chakra feat.
Rage of the Elements (Su)
At 5th level, once per day, the Elementalist can deal 50% increased damage with a
technique of his chosen element. At 7th level he can use this ability twice per day.

Elemental Focus (Ex)


At 6th level, the elementalist becomes so focused in his specialized element that he
develops a natural affinity for it, while his proficiency with his natural opposite
lessens.

He gains a +1 bonus to his saving throws Difficulty with his chosen element, while
the saves of his opposed element decrease by 1.

Elemental Surge

Three times per day, the Elementalist can perform a Ninjutsu technique from his
chosen element as a quickened action, provided the technique's performance time is
no longer than 1 full-round action. The performance requirements of the technique
are automatically met, and performing the technique does not provoke an attack of
opportunity.

Enlightened Monk
The Enlightened Monk is an expert in the spiritual side of martial arts, and often claims his
power to be of divine origins. The Enlightened Monks are often temple monks or wandering
priests and masters of chakra control. They are fierce combatants on the battlefield,
combining effective offense and defense, their strikes carrying an unstoppable weight to
them.

Requirements:
To qualify to become an Enlightened Monk, a character must fulfill all the following
criteria.
Base Attack Bonus: +2
Skills: Lore (Philosophy) 3 ranks, Taijutsu 3 ranks.
Feats: Improved Martial Arts, Gift of the Sages.

HP: 7

Class Skills
The Enlightened Monk’s class skills are as follows.

Acrobatics, Athletics, Craft, Diplomacy, Escape Artist, Lore, Medicine, Nature,


Perception, Performance, Society, Survival, Chakra Control, Fuinjutsu, Taijutsu
Skill Points at Each Level: 6 + Int modifier.
Level Bab Fort Ref Will Special Defense
Save Save sav
e

1st +0 Sacred Fist, Fast Movement,


+1 +1 +1 Bonus Chakra +1

2nd +1 +1 +1 +1 Bonus feat +1

3rd +2 +2 +2 +2 Enlightened Defense +2

4th +3 +2 +2 +2 Evasion +2

5th +3 +3 +3 +3 Bonus Feat +3

6th +4 +3 +3 +3 Sacred Mastery +3

7th +5 +4 +4 +4 Ageless Body +4

8th +6 +4 +4 +4 Bonus feat +4

9th +6 +5 +5 +5 Improved Evasion +5

10th +7 +5 +5 +5 Ageless Wisdom +5

Sacred Fist Style (Ex)


The Sacred Fist is the signature fighting style of the Enlightened Monk. The Sacred
Fist adds Monk’s Wisdom bonus to his armor class and CMD, as long as he’s
wearing only light armor and carries less than a light load, though any effect that
would deny his Dexterity bonus to armor class prohibits your Wisdom bonus as well.
Additionally, all your unarmed attacks ignore up to 5 points of Damage Reduction
and Hardness.

Fast Movement (Ex)


At 1st level, an Enlightened Monk gains a +10 ft enhancement bonus to his land
speed. At level 5, and again at level 10, this bonus increases by an additional +10 ft,
for a total of +30 ft. at level 10.
Bonus Chakra (Ex)

The Enlightened Monk gains a certain amount of bonus chakra and bonus reserve
from taking levels in his class. The amount of bonus chakra or chakra reserve gained
is shown on the table below. It is not influenced by ability scores, and is in addition to
the standard amount gained every level from gaining an additional hit dice.

The amount of bonus chakra or reserve doesn't stack, simply choose the appropriate
value based on the character's class levels. Multiple instances of Bonus Chakra and
Reserve, such as from various classes, do stack with each other.

Class Bonus Bonus


levels Chakra Reserv
e

1st 2 3

2nd 4 6

3rd 6 9

4th 8 12

5th 10 15

6th 12 18

7th 14 21

8th 16 24

9th 18 27

10th 20 30

Bonus Feats
At 1st, 2nd and 8th level, the Enlightened Monk gets a bonus feat.
Enlightened Defense (Su)
Through extensive training and introspection, the Enlightened Monk has gained a
level of supreme clarity, allowing him to add his Wisdom modifier (if any) as a moral
bonus to all his Saves

Evasion (Ex)
At 4th level or higher, an Enlightened Monk can avoid damage from many area-
effect attacks. If an Enlightened Monk makes a successful Reflex saving throw
against an attack that normally deals half damage on a successful save, he instead
takes no damage. Evasion can be used only if an Enlightened Monk is wearing light
armor or no armor. A helpless Enlightened Monk does not gain the benefit of
evasion.

Sacred Mastery (Su)


This powerful ability allows an Enlightened Monk several exciting new options,
powered by the special Gift of the Sages Chakra.

● The Enlightened Monk can spend 2 points of gift of the Sages chakra to make
Melee attacks at a range of 20 ft., as he literally shoots out phantasmal
figments of his own hands. This increase in range may apply to any strike
techniques.
● The Enlightened Monk can spend 2 points of Gift of the Sages chakra to deal
an additional dice of unarmed damage, this increase may also apply to any
strike techniques.
● The Enlightened Monk can spend 2 points of Gift of the Sages chakra to give
himself a +4 dodge bonus to AC and a +2 competence bonus to saves for 1
round.

Ageless Body (Su)


The Enlightened Monk gains immunity to all poisons and diseases.

Improved Evasion (Ex)


At 9th level, an Enlightened Monk's evasion ability improves. He still takes no
damage on a successful Reflex saving throw against attacks, but henceforth he
takes only half damage on a failed save. A helpless Enlightened Monk does not gain
the benefit of improved evasion.

Ageless Wisdom (Ex)


The Enlightened Monk gains a Chakra Resistance equal to 10 + Character level
against unwanted techniques. In order to affect the Enlightened Monk with a
technique, a caster must get a result on a User level check (1d20 + User level) that
equals or exceeds the Enlightened Monk's Chakra Resistance
Flying Blades

Those ninjas chose thrown weapons as their main weapons. They dislike fighting in
melee, but can nail the target straight in the middle even in their blind spots with a
thrown kunai.

Requirements:
To qualify to become a Flying Blade, a character must fulfill all the following criteria.
Base Attack Bonus: +2
Skills: Acrobatics 3 ranks, Thievery 3 ranks
Feats: Point Blank Shot, Precise shot, Quick Draw

HD: 6

Class Skills

The Flying Blade's class skills are as follows.

Acrobatics (Dex), Lore (Int), Perception (Wis), Taijutsu (Str), Thievery (Dex)

Skill Points at Each Level: 3 + Int modifier.

Level Bab Fort Ref Will Special Defen


Save Sa sav se
ve e

+1
1st +0 +1 +0 Thrown weapon focus +1

+2
2nd +1 +1 +1 Subtle Throw, Overwatch +2

+3
3rd +1 +2 +1 Sneak attack +1d6, Bonus feat +2

+4
4th +1 +2 +1 Disrupting Counter +3

+5
5th +2 +3 +2 Precision +1d4 +4

+6
6th +2 +3 +2 Bonus feat +4

+7
7th +2 +4 +2 Targeted Thrown +5

+8
8th +3 +4 +3 Sneak attack +2d6 +6
+9
9th +3 +5 +3 Precise Throw, Bonus feat +6

+10
10th +3 +5 +3 Precision +2d4, bullseye +7

Thrown Weapon Focus (Ex)


At 1st level, the Flying Blade gains greater proficiency with thrown attacks of all
kinds. The character gains a +1 bonus to attack rolls made with any thrown weapon.
This bonus increases to +2 at 6th level

Subtle Throw (Ex)


At 2nd level, the Flying blade can set up a feint, allowing him to perform ranged
attacks with thrown weapons without provoking attacks of opportunity.

Overwatch (Ex)
At 2nd level, a Flying Blade takes measures to protect himself or an ally. Whenever
the Flying Blade or an ally within 10 ft. is the subject of a charge attack the Flying
Blade may perform a single ranged attack. If successful, the target does not gain the
usual bonus to hit with a charge, but still suffers the armor class penalty.

Sneak Attack
This ability functions as the Shinobi Agent’s sneak attack ability. If he can catch an
opponent when he is unable to defend himself effectively from his attack, he can
strike a vital spot for extra damage. Creatures immune to critical hits and sneak
attacks, or who have concealment, do not suffer extra damage.

This extra damage is 1d6 at 3rd level, and it increases by 1d6 every 5 levels
thereafter. If the shuriken expert gains a bonus to sneak attack from another source,
the bonuses stack.

Bonus Feats
At 3rd, 6th, and 9th level, the Shuriken Expert gets a bonus feat.

Disrupting Counter
At 4th level, once per encounter, the flying blade can take an attack of opportunity
against a target attacking him in melee. If the attack successfully hits and deals
damage, the target takes a -4 penalty on his attack roll. At 8th level it can be done
twice per encounter.

Precision
At 5th level, the Flying blade deals increased damage on a successful throw. At 5th
level, this damage is 1d4; it increases to 2d4 at 10th level.
The damage is applied to any throw made against a creature within 30 feet, and is
not multiplied on a critical hit. Precision damage does not affect melee attacks, nor
does it affect projectiles of the user's size or larger..

Targeted Throw
At 7th level as a full-round action the Flying Blade can make an attack with a thrown
weapon that cripples part of a foe’s body. The Flying blade chooses a part of the
body to target. If the attack succeeds, in addition to the attack’s normal damage, the
target suffers one of the following effects based on the part of the body targeted. If a
creature doesn’t have one of the listed body locations, that body part cannot be
targeted. Creatures that are immune to sneak attacks are also immune to targeted
strikes. Items or abilities that protect a creature from critical hits also protects a
creature from targeted strikes. This ability can be used once per encounter

Arms: The target takes no damage from the attack, but it drops one carried item of
the flying blade's choice, even if the item is wielded with two hands. Items held in a
locked gauntlet cannot be chosen.

Head: The target is confused for 1 round. This is a mind-affecting effect.

Legs: The target is knocked prone. Creatures with four or more legs or that are
immune to trip attacks are immune to this effect.

Torso or Wings: The target is staggered for 1 round.

Precise Throw
At 9th level, a Flying blade partially ignores cover and miss chances granted to
targets by anything less than total cover, or total concealment.

The Flying blade ignores 4 points of the Defense bonus granted by cover and rerolls
any miss chance roll that he fails other than from total cover or concealment.

In addition, when the Flying blade throws a weapon at a grappling opponent, he


automatically strikes the chosen opponent.

Bullseye
Once per encounter, the Flying Blade is able to gain one of the following three
benefits:
- +5 insight bonus to ranged attack rolls for 1 round.
- +7 insight bonus to ranged attack damage rolls for 1 round.
- ignoring all cover and concealment penalties with ranged attacks (save for total
concealment and full cover) for 1 round.
This benefit does not apply when using a technique of some sort, only when
attacking with thrown weapons.
Manipulator

The Manipulator is beyond proficient in the use and application of various genjutsu,
and albeit rare, they are extremely fearsome and dangerous opponents.

Requirements:
To qualify to become a Manipulator, a character must fulfil all the following criteria.
Skills: Genjutsu 3 ranks
Feats: Genjutsu Adept.
Special: Must know at least 4 different Genjutsu techniques.

HP: 6

Class Skills

The Manipulator's class skills are as follows.


Acrobatics, Crafting, Genjutsu, Deception, Diplomacy, Intimidation, Lore (Genjutsu),
Lore (Chakra), Lore (Kekkei Genkai), Performance, Society, Stealth, Thievery.

Skill Points at Each Level: 6 + Int modifier.

Level Bab Fort Ref Will Special Defens


Save Sa sav e
ve e

1st +0 Genjutsu Expertise, Bonus


+0 +0 +1 Chakra, Sneak attack +1d6 +1

2nd +1 +1 +1 +1 Bonus feat +2

3rd +2 Genjutsu Expertise, Sneak


+1 +1 +2 attack +2d6 +2

4th +3 +1 +1 +2 Bonus feat +3

5th +3 Genjutsu Expertise, Sneak


+2 +2 +3 attack +3d6 +4

6th +4 Quicken Illusion, Suppress


+2 +2 +3 Chakra +4
7th +5 Genjutsu Expertise, Sneak
+2 +2 +4 attack +4d6 +5

Genjutsu Expertise (Ex)


As per his very name, the Manipulator specializes in Genjutsu and all the finer points
of said art. This enables the Manipulator to develop some abilities that help him
through his life as a shinobi. Each time the Manipulator gains a Genjutsu Expertise,
he may choose from the list below:

Gaze Proficiency (requires 1 other Genjutsu Expertise): The Manipulator reduces the
chance a creature currently averting its eyes to avoid making a saving throw by 15%
(35% chance not to make a saving throw).

Eternal Genjutsu (requires 2 other Genjutsu Expertise): At the expenses of 4 Chakra,


the Manipulator is able to increase the maximum duration of a technique, including
the length of time he can concentrate on it, by one-half.

Genjutsu Flow: The Manipulator increases the range of his Genjutsu by one-half.
Techniques with a "Touch," "Melee," or "Personal" range are unaffected.

Genjutsu Knowledge: The Manipulator is very proficient at detecting and identifying


Genjutsu. He gains a +4 bonus to Genjutsu checks made to detect and identify a
Genjutsu technique and now gain a +4 bonus to learn Genjutsu techniques without
a teacher by seeing them in action a couple of times.

Genjutsu Proficiency (Ex): The Manipulator gains a +2 bonus Genjutsu checks, and
can learn Genjutsu Techniques of a Rank higher than his skill rank allows.

Greater Mastery (requires 2 other Genjutsu Expertise): The Manipulator increases


the saving throw DC of his Genjutsu technique by 1.

Hide in Plain Sight (requires 2 other Genjutsu Expertise): A Manipulator can use the
Stealth skill even while being observed. As long as he is within 10 feet of some sort
of shadow, he can hide himself from view in the open without anything to actually
hide behind. He cannot, however, hide in his own shadow.

Sneak Attack +1d6 (requires 2 other Genjutsu Expertise): The Manipulator's sneak
attack increases by +1d6.

Resilient Genjutsu (requires 1 other Genjutsu Expertise): The dispel check DC to


dispel the Manipulator's Genjutsu technique increases by 2 every odd-numbered
levels.
Subdued Illusions (requires 1 other Genjutsu Expertise): The Manipulator is able to
increase the Genjutsu check DC made to identify his genjutsu techniques by 10.

Bonus Chakra
The Manipulator gains a certain amount of bonus chakra and bonus reserve from
taking levels in this class. The amount of bonus chakra or chakra reserve gained is
shown on the table below. It is not influenced by ability scores, and is in addition to
the standard amount gained every level from gaining an additional hit dice. The
amount of bonus chakra or reserve doesn't stack, simply choose the appropriate
value based on the character's class levels. Multiple instances of Bonus Chakra and
Reserve, such as from various classes, do stack with each other.

Class Bonus Bonus


levels Chakra Reserve

1st 1 4

2nd 3 8

3rd 5 12

4th 7 16

5th 9 20

6th 11 24

7th 13 28

Sneak Attack (Ex)


If the Manipulator can catch an opponent when he is unable to defend himself effectively
from the Manipulator's attack, the Manipulator can strike a vital spot for extra damage.

The Manipulator's attack deals extra damage anytime his target would be denied a Dexterity
bonus to AC (whether the target actually has a Dexterity bonus or not), or when the
Manipulator flanks his target.This extra damage is 1d6 at 1st level, and increases to 2d6 at
4th level and every 3 levels thereafter. Should the Manipulator score a critical hit with a
sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak
attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or unarmed strike), a
Manipulator can make a sneak attack that deals nonlethal damage instead of lethal damage.
He cannot use a weapon that deals Lethal damage, to deal nonlethal damage in a sneak
attack. Not even with the usual -4 penalty.

The Manipulator must be able to see the target well enough to pick out a vital spot and must
be able to reach such a spot. A Manipulator cannot sneak attack while striking a creature
with concealment.

This ability deals 1d6 points of extra damage at 1st level, and increases to 2d6 at 3rd
level, 3d6 at 5th, and finally 4d6 at 7th

Bonus Feat
At 2nd and 4th level, the Manipulator gets a bonus Shinobi feat.

Suppress Chakra
The Manipulator gains the Suppress Chakra ability

Quicken Illusion (Ex)


Three times per day, the Manipulator can perform a Genjutsu technique as a
quickened action, provided the technique's performance time is no longer than 1 full-
round action. The performance requirements of the technique are automatically met,
and performing the technique does not provoke an attack of opportunity. The
Manipulator can only gain one quickened action per round, no matter the type.

Martial artist
These melee combat specialists are evidently experts in Taijutsu and martial arts. Unlike
most other Ninja classes, this one does not rely on stealth, although they are taught some of
the necessary tricks of the trade.

Requirements:
To qualify to become a Martial artist, a character must fulfill all the following criteria.
Base Attack Bonus: +2
Skills: Taijutsu 3 ranks
Feats: Improved Martial arts
Special: Must know at least 4 Taijutsu techniques.

Class Information
The following information pertains to the Martial artist advanced class.

HP: 9

Class Skills
The Martial artist's class skills are as follows.
Acrobatics (Dex), Athletics (Str), Lore (Physical sciences) (Int), Profession (Wis), Perception
(Wis), Taijutsu (Str),
Skill Points at Each Level: 3 + Int modifier.

Level Bab Fort Ref Will Special Defense


Save Save save

+1
1st +1 +1 +0 Always Unarmed +1

+2
2nd +1 +1 +1 Taijutsu Expertise +1

+3
3rd +2 +2 +1 Greater Martial Arts +2

+4
4th +2 +2 +1 Taijutsu Expertise +2

+5
5th +3 +3 +2 Martial Artists Flurry +3

+6
6th +3 +3 +2 Taijutsu Expertise +3

+7
7th +4 +4 +2 Adamantine blows +4

+8
8th +4 +4 +3 Taijutsu Expertise +4

+9
9th +5 +5 +3 Master Martial Arts +5

+10
10th +5 +5 +3 Taijutsu Expertise +5

Always Unarmed (Ex)


The Martial artist attacks with either fist interchangeably, or even with elbows, knees,
and feet. This means that the Martial artist may even make unarmed strikes when his
or her hands are full, and there is no such thing as an off-hand attack for striking
unarmed. The Martial artists strikes are more lethal than most, he gains the Advanced
Martial arts bonus feat, ignoring prerequisites.

Taijutsu Expertise
As his name indicates, the Martial artist specializes in Taijutsu and martial arts more
than anything. This enables the Martial artist to develop some abilities that help him
through his life as a martial artist. Each time the Martial artist gains Taijutsu Expertise
(at level 2, 4, 6, 8 and 10), he may choose from the list below:
Critical Strike (any 2 Taijutsu Expertise): Whenever the Martial artist would threaten a
critical hit with an unarmed attack, he automatically confirms it as if he’d rolled a 20.

Flying Kick: The Martial artist can use the momentum gained with a charge to deliver a
devastating flying kick to an opponent. At the end of any charge, the Martial artist adds his
class level as a bonus to the damage he deals with an unarmed strike performed with his
feet.

Martial Arts Master: This Mastery grants the Martial artist a +2 competence bonus to hit,
when performing taijutsu techniques and allows the Martial artist to learn techniques of a
rank higher than his Skill rank allows.

Uncanny Critical (any 4 Taijutsu Expertise and Weapon Focus [unarmed]): The Martial
artist's unarmed strikes can threaten a critical hit against creatures not normally subject to
critical hits.

Stance Mastery (any 2 Taijutsu Expertise): The Martial artist is able to enter stances at half
the normal Chakra cost (minimum 0). This ability doesn't stack with the Martial artist "Way of
Preservation."

Sneak Attack : The Taijutsu Master gains sneak attack +1d6, or increases his sneak attack
by +1d6.

Way of Expertise (Weapon Finesse): The Martial artist may decide to apply either his
Strength or Dexterity bonus to damage with his unarmed attacks

Way of Preservation (any 2 Taijutsu Expertise): This ability of the Martial artist allows him to
save his chakra when performing a Strike Taijutsu technique. Each Jutsu Technique with the
Strike tag has its cost reduced by 1 for every 3 martial artist level.

Unarmed Focus: As the name suggest, the user automatically gains the feat Weapon Focus
for his unarmed attacks.

Weapon Mastery (any 2 Taijutsu Expertise): The Martial artist is able to apply his Unarmed
Damage to the following weapons: nunchaku, tonfa. He gains all the benefits of normally
wielding them, with increased damage, weapon focus and specializations as well as use
techniques only usable with fists.

Martial Weapon Specialization (Weapon Focus (unarmed) feat): The character gains a +2
damage bonus on his unarmed attacks, and damage done by Strike taijutsu techniques.

Greater Martial arts


The martial artist gains the greater martial arts feat, ignoring the prerequisites

Martial artists Flurry


At 5th level, a Martial artist can make a flurry of blows as a full-attack action. When making
a flurry of blows, the martial artist can make one additional attack at his highest base attack
bonus. This additional attack stacks with the bonus attacks from being hasted and other
similar effects. When using this ability, the martial artist can make these attacks with any
combination of his unarmed strikes and weapons that have the Martial Art special weapon
quality. He takes no penalty for using multiple weapons when making a flurry of blows, but
he does not gain any additional attacks beyond what’s already granted by the flurry for doing
so. (He can still gain additional attacks from a high base attack bonus, from this ability, and
from being hasted and similar effects).

Adamantine Blows
Your unarmed attacks are considered Chakra weapons and adamantine for the purpose of
overcoming damage reduction.

Master Martial arts


The martial artist gains the master martial arts feat, ignoring the prerequisites

Medical Specialist

A medical specialist is a ninja that is adept at focusing his chakra for healing
purposes. He knows the human anatomy perfectly, making him a dangerous
opponent in combat situations as well. They are however exceedingly rare among
shinobi, most medical ninja being only trained in first aid and a few medical
techniques rather than at being a medical specialist. A medical specialist needs
perfect control over his Chakra, as well as a flawless knowledge of the human body.

Requirements:
To qualify to become a medical specialist, a character must fulfil all the following
criteria.
Base Attack Bonus: +1
Skills: Chakra Control 3 ranks, Lore (life science) 3 ranks, Medicine 3 ranks,
Ninjutsu 3 ranks.

HP: 7

Class Skills
The Medical Specialist's class skills are as follows.
Acrobatics (Dex), Craft, Diplomacy, Lore (Any), Medicine, Nature, Society, Survival,
Chakra Control, Fuinjutsu, Ninjutsu
Skill Points at Each Level: 6 + Int modifier.

Level Bab Fort Ref Will Special Defen


Save Sa save se
ve

1st +0 Bonus Chakra, Chakra


+0 +1 +1 Thrifty +1
2nd +1 Expert Healer, Medical
+1 +1 +1 Ability +1

3rd +2 +1 +2 +2 Surgical Strike +1d8 +2

4th +3 +1 +2 +2 Surgery Master +2

5th +3 +2 +3 +3 Combat Medic +3

6th +4 +2 +3 +3 Bonus feat +3

7th +5 +2 +4 +4 Medical Mastery +4

8th +6 +3 +4 +4 Surgical Strike +2d8 +4

9th +6 +3 +5 +5 Distant Healing +5

10th +7 +3 +5 +5 Empower Healing +5

Bonus Chakra

The Medical Specialist gains a certain amount of bonus chakra and bonus reserve from
taking levels in this class. The amount of bonus chakra or chakra reserve gained is shown
on the table below. It is not influenced by ability scores, and is in addition to the standard
amount gained every level from gaining an additional hit dice.

The amount of bonus chakra or reserve doesn't stack, simply choose the appropriate value
based on the character's class levels. Multiple instances of Bonus Chakra and Reserve,
such as from various classes, do stack with each other.

Class Bonus Bonus


levels Chakra Reserv
e

1st 1 4

2nd 3 8

3rd 5 12
4th 7 16

5th 9 20

6th 11 24

7th 13 28

8th 15 32

9th 17 36

10th 19 40

Chakra Thrifty (Ex)


The Medical specialist is an expert at using his Chakra, never using more than exactly what
he needs. Any Medical Ninjutsu and Chakra control technique has their activation and
maintenance cost reduced by -1 to a minimum of 1.

Expert Healer (Ex)


At 2nd level, the Medical Specialist’s ability to restore hit points with a medical kit or surgery
kit and a successful use of the Medicine skill improves. In addition to the normal hit point
recovery rate (1d4 for a medical kit, 1d6 per patient’s character level for surgery), the
Medical Specialist restores 1 hit point for every level he has in this advanced class.

Bonus Feats
At 1st, 3rd, and 6th level, the Medical Specialist gets a bonus feat.

Medical Ability (Ex)


The Medical Specialist has an easier time learning and using medical Ninjutsu and Chakra
Control Techniques, all Learn DCs and PDC decrease by -2, furthermore all Medical
Ninjutsu that heal hit point damage now increase this heal amount by +3. Furthermore the
medical specialist gains a +5 bonus on the medicine skill.

Surgical Strike (Ex)


Through his extensive knowledge of Anatomy, the Medical Specialist knows exactly how and
when to strike, to deal the most possible amount of damage. This ability functions identically
to sneak attack, dealing 1d8 points of bonus precision damage at level 3. This increases to
2d8 points of precision damage at 8th level.

Surgery Master (Ex)


You gain the Surgery Expert feat and a +2 bonus performing surgery.
Combat Medic (Ex)
A Medical Specialist can now perform Medical Ninjutsu at an astounding speed, any Medical
Ninjutsu with the word Treatment in the name can now be cast as a standard action, healing
once per round rather than at the indicated interval. This can be done Once per encounter at
5th level and an additional time at 10th level.

Medical Mastery (Ex)


When making a Medicine skill check, a Medical Specialist of 7th level or higher may take 10
even if stress and distractions would normally prevent him from doing so. Furthermore all
healing techniques which heal Hit point damage increase this amount by +5. This Stacks
with Medical Ability.

Distant Healing (Ex)


The Medical specialist is now able to utilize medical techniques of level 6 or below, from a
range of up to 30 ft. To do this, he must spend an additional 2 points of chakra during the
activation and maintained cost. A target must remain within 30 ft. of the medical specialist,
while the medical specialist focuses on the Healing Technique.

Empower Healing (Su)


For a Medical Specialist, focus and control enables him to go one step further and exceed
his limit. At 10th level, the Medical Specialist may, once per day, perform any medical
technique as though they were empowered by the Empowered Technique meta-chakra feat.

Outlaw

The world is filled with people desperate to make a living, some of these people are
so desperate or so heartless that they turn to the life of an Outlaw. An outlaw lives
life way beyond illegal, they do whatever is necessary to scrape a living, with no
regard for who they hurt in the process. Outlaws aren’t traditionally Shinobi, but more
than one Outlaw Baron comes from the ranks of former Shinobi.

Requirements:
To qualify to become an Outlaw, a character must fulfil all the following criteria.
Skills: 3 ranks in Stealth and Thievery.
Feats: Stealthy.

HP: 8

Class Skills
The Ninja Scout's class skills are as follows.
Acrobatics (Dex), Deception (Cha), Escape Artist (Dex) Genjutsu (Cha), Intimidate
(Cha), Perception (Wis), Perform (Charisma), Society (Int), Stealth (Dex), Survival
(Wis), Taijutsu (Str), Thievery (Dex)
Skill Points at Each Level: 6 + Int modifier.

Level Bab Fort Ref Will Special Defense


Save Save save
1st +0 Expert Ambuscader, Sneak
+1 +1 +0 Attack +1d6, Bonus Chakra +1

2nd +1 +1 +1 +1 Bleeding Cuts +1

3rd +2 +2 +2 +1 Bonus Feat +2

4th +3 Distracting wounds,Sneak


+2 +2 +1 Attack +2d6 +2

5th +3 +3 +3 +2 Nose for Slaughter, Evasion +3

6th +4 +3 +3 +2 Bonus Feat +3

7th +5 Proficient Killer, Sneak


+4 +4 +2 Attack +3d6 +4

8th +6 +4 +4 +3 Hide in Plain Sight +4

9th +6 +5 +5 +3 Bonus Feat +5

10th +7 Death Knell, Sneak Attack


+5 +5 +3 +4d6 +5

Sneak Attack (Ex)


If the Outlaw can catch an opponent when he is unable to defend himself effectively from the
outlaws attack, the outlaw can strike a vital spot for extra damage.

The Outlaw’s attack deals extra damage anytime his target would be denied a Dexterity
bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Outlaw
flanks his target.This extra damage is 1d6 at 1st level, and increases to 2d6 at 4th level and
every 3 levels thereafter. Should the Outlaw score a critical hit with a sneak attack, this extra
damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is
within 30 feet.

With a weapon that deals nonlethal damage (like a sap, whip, or unarmed strike), an Outlaw
can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot
use a weapon that deals Lethal damage, to deal nonlethal damage in a sneak attack. Not
even with the usual -4 penalty.
The Outlaw must be able to see the target well enough to pick out a vital spot and must be
able to reach such a spot. An Outlaw cannot sneak attack while striking a creature with
concealment.

Bonus Chakra
The Outlaw gains a certain amount of bonus chakra and bonus reserve from taking levels in
this class. The amount of bonus chakra or chakra reserve gained is shown on the table
below. It is not influenced by ability scores, and is in addition to the standard amount gained
every level from gaining an additional hit dice.

The amount of bonus chakra or reserve doesn't stack, simply choose the appropriate value
based on the character's class levels. Multiple instances of Bonus Chakra and Reserve,
such as from various classes, do stack with each other.

Class Bonus Bonus


levels Chakra Reserve

1st 1 1

2nd 2 2

3rd 3 3

4th 4 4

5th 5 5

6th 6 6

7th 7 7

8th 8 8

9th 9 9

10th 10 10

Expert Ambuscader (Ex)


At 1st level, an Outlaw has studied the art of deception and become an expert at the
ambush. Whenever the Outlaw catches opponents unaware and acquires a surprise action
in combat, he can take full advantage of the momentum and can take a full turn rather than
just a single action. This, however, only counts for Surprise Actions that required
preparation, such as a wayside ambush.

Bleeding Cuts (Ex)


At 2nd level, whenever the Outlaw deals sneak attack damage with a slashing or piercing
weapon, they deal an additional 1 point of Bleed damage per Sneak attack damage dice.
This Bleed damage is taken at the start of a target's turn and is considered persistent
damage. The Bleeding can be stopped by a Medicine check with a DC of 10 + Class level +
Dexterity modifier, or any effect that recovers hit points. Bleeding damage from this ability
does not stack with itself. Bleeding damage bypasses all damage reduction.

Distracting Wounds (Ex)


At 4th level, the Outlaw knows just where to nick an opponent to cause the most pain,
whenever at target takes bleed damage from any effect afflicted by the Outlaw, the target
also takes a -2 penalty to hit, weapon damage rolls and armour class for as long as the
target is bleeding. This effect isn’t cumulative. This is a pain effect.

Nose for Slaughter (Ex)


A 5th level Outlaw never lets his opponents get away easy, relentlessly hunting them till his
target is dead. The Outlaw receives a bonus to track any target that’s bleeding, equal to the
amount of Bleed damage they’re taken. Additionally, the Outlaw can run while he tracks a
bleeding target and takes no penalty for tracking them over hard ground or through water.

Evasion (Ex)
At 5th level, the Outlaw is able to easily avoid traps, falling ceiling or fireballs. If the Outlaw is
subject to an attack that allows him a Reflex save to take only half damage, the Outlaw takes
no damage from the attack. If the Outlaw already possesses the Evasion ability, he takes
half damage on a failed save, and no damage if the Reflex save succeeds. This ability is
nullified if the Outlaw carries heavier than a light load.

Proficient Killer (Ex)


At 7th level, the Outlaw has become an expert murderer. Targets that are reduced to 0 hit
points by the Outlaw and begin dying, take a penalty to their Death roll equal to the Outlaws
Sneak attack dice. Additionally, if the target is bleeding from an effect caused by the Outlaw,
the target cannot stabilise until the bleeding has been stopped.

Hide in Plain Sight (Ex)


An Outlaw can use the Stealth skill even while being observed. As long as he is within 10
feet of some sort of concealment, an Outlaw can’t hide himself from view in the open without
anything to actually hide behind. He cannot, however, hide in his own shadow

Death Knell (Ex)


Whenever a 10th level Outlaw attacks a bleeding target, he gains a bonus on his attack and
damage rolls equal to the amount of bleed damage a target took on its last turn. Additionally,
anyone that checks for dying, while bleeding from an effect caused by the Outlaw, dies on
the second failed check.
If anyone within 30 ft. of the Outlaw dies while bleeding from an effect caused by the Outlaw,
the Outlaw gains a +2 moral bonus on all his attack, damage and saving throws, as well 20
Temporary hit points, for 4 rounds afterwards. This bonus isn’t cumulative.

Puppet Master
This type of ninja does not like Melee combat. Instead, she uses tools to fight for her,
while she calmly watches and analyses her enemy from the shadows.

Prerequisites
Skill: Stealth 3 ranks, Chakra control 3 ranks, Ninjutsu 3 ranks
Technique: Ninja Art: Chakra Threads, Ninja Art: Puppet Technique

HP: 7

Class Skills
The Puppet Master's class skills are as follows.
Acrobatics (Dex), Chakra Control (Wis), Crafting (Int), Escape Artist (Dex), Genjutsu
(Cha), Lore (Int), Medicine (Wis), Ninjutsu (Int), Perception (Wis), Society (Int),
Stealth (Dex), Survival (Wis), Taijutsu (Str), Thievery (Dex)
Skill Points at Each Level: 6 + Int modifier.

Level Bab Fort Ref Will Special Defense


Save Save save

+0 Poison Use, Bonus


1st Chakra, Puppeteer
+0 +1 +1 Skill +1

+1
2nd +1 +1 +1 Puppeteer Skill +2

+1
3rd +1 +2 +2 Advanced Puppetry +2

+2
4th +1 +2 +2 Puppeteer Skill +3

+2
5th +2 +3 +3 Puppetry Recovery +4

+3
6th +2 +3 +3 Puppeteer Skill +4

+3
7th +2 +4 +4 Expert Puppetry +5

+4
8th +3 +4 +4 Puppeteer Skill +6
+4
9th +3 +5 +5 Master Puppetry +6

+5
10th +3 +5 +5 Puppeteer Skill +7
Class Features
The following features pertain to the Puppet Master Prestige class.

Bonus Chakra
The Puppeteer gains a certain amount of bonus chakra and bonus reserve from taking
levels in this class. The amount of bonus chakra or chakra reserve gained is shown on the
table below. It is not influenced by ability scores, and is in addition to the standard
amount gained every level from gaining an additional hit dice.

The amount of bonus chakra or reserve doesn't stack, simply choose the appropriate value
based on the character's class levels. Multiple instances of Bonus Chakra and Reserve,
such as from various classes, do stack with each other.

Class Bonus Bonus


levels Chakra Reserv
e

1st 2 4

2nd 4 8

3rd 6 12

4th 8 16

5th 10 20

6th 12 24

7th 14 28

8th 16 32

9th 18 36
10th 20 40

Poison Use (Ex)


There’s no chance that the Puppet master accidentally poisons himself, when he handles
poison.

Advanced Puppetry (Ex)


The puppeteer is able to control two Small puppets instead of a Medium-sized or Large
puppet. He is able to do so with a single use of the Ninja Art: Puppet Technique, but must
pay the chakra cost for each puppet. The sum of both puppet's hit dice cannot exceed the
amount the puppeteer could normally control.

Puppetry Recovery (Ex)


The puppeteer can use the Ninja Art: Puppet Technique as a move action, and reanimate
puppets that were disabled from the puppeteer taking damage on his next turn as a move
action by simply paying the cost of the chakra threads instead of the puppet's full chakra
cost. This must be done within 1 round of the puppet being disabled.

A puppet that was disabled from taking chakra damage cannot be reanimated with this
ability.

Expert Puppetry (Ex)


The puppeteer is able to control two Medium-sized puppets, or one Medium-sized and one
Small puppet at once with the Ninja Art: Puppet Technique. The sum of all puppet’s hit dice
cannot exceed the amount the puppeteer could normally control. Lastly, whenever a puppet
is required to spend chakra the Puppet Master can siphon the required chakra from his own
pool.

Master Puppetry (Ex)


The puppeteer can control up to four Small puppets at once, or three Medium-sized puppets,
or one Large puppet and one Medium-sized puppets at once with the Ninja Art: Puppet
Technique. The sum of all puppet’s hit dice cannot exceed the amount the puppeteer could
normally control.

Puppeteer Tricks
At 1st, 2nd, 4th, 6th, 8th and 10th level, the Puppeteer gets the chance to improve his skills
as a puppeteer. He may choose from the following list of tricks every time he gains a
Puppeteer Trick. Unless specified, a trick cannot be selected more than once.

Bonus Feat (can be selected multiple times): The Puppeteer gets a bonus feat. The
Puppeteer must meet all the prerequisites of the feat to select it.

Efficient Puppetry (Su)(any 4 Puppeteer tricks): Whenever the puppeteer animates a puppet,
each point of chakra he spends counts as two points for the purpose of animating and
charging his puppet.
Energise Puppet (Su): The puppeteer may imbue his puppet with more chakra than normal.
The puppet does not gain more hit dice, but can hold up to twice its hit dice in additional
chakra.

Intense Concentration (Ex) (Puppetry Recovery): The puppeteer no longer risks losing
control of his puppets when Damaged.

Distinguished Puppeteer (Ex) (any 2 Puppeteer tricks): The maximum HD of puppet the
puppeteer can control increases by 5. No puppet can have more HD than the puppeteer.

Puppet Combat Mastery (Ex): The puppets controlled by the puppet master gains +1 bonus
to hit with all their attacks. This bonus increases to +2 at Puppet master level 4, and to +3 at
Puppet master level 8.

Puppet Specialization (Ex) (requires Puppet combat Mastery): The puppets controlled by the
Puppet master gains +2 to damage with all their attacks. This bonus increases to +4 at
Puppet master 5, and to +6 at Puppet master level 10.

Improved Speed (Ex): When selecting this trick, the speed of the character's puppet
increases by 10 feet.

Puppet Evasion (Ex): Whenever a puppet needs to make a Reflex save to take half damage
from an ability or a technique, if it succeeds the save, it takes no damage instead.

Puppet Flight (Ex) (any 2 Puppeteer tricks): All of the character's puppets gain a Fly speed
equal to its normal speed with a Good maneuverability.

Puppet Defense (Ex) (any Puppeteer skill): The puppeteer's puppets gains a +2 dodge
bonus to AC while they remain within 30 feet of the puppeteer. This bonus increases to +3 at
8th level.

Sneaky Puppets (Ex): Any puppet animated by the Puppet Master gains the Sneak Attack
(+1d6) ability. The damage bonus of the Sneak Attack ability increases to +2d6 at level 3,
+3d6 at level 6, and +4d6 at level 9. This stacks with any Sneak Attack dice the puppeteer
possesses.

Trap Expert (Ex) (any 1 Puppeteer skills): The puppet components' save DC increase by 2.
The puppeteer also gains a +5 bonus to Craft checks made to reload or install Components.

Resilient Puppets (Ex) (any Puppeteer skills): All of the Puppet Master’s puppets, when
animated, gain an additional hit points per hit dice.

Samurai

The Samurai is a fearsome warrior who obeys strict mental discipline and is a true
master of the traditional arts fighting. Most famous are the Samurai from the Land of
Iron, but most feudal nations have large clans of Samurai to protect their important
personage. The Samurai are especially feared by the Shinobi, as many of their
techniques are especially developed to disrupt Shinobi use of Jutsu.

Requirements:
To qualify to become a samurai, a character must fulfill all the following criteria.
Base Attack Bonus: +2
Skills: Lore (Warfare) 3 ranks, Taijutsu 3 ranks.
Special: Armor Proficiency (light) and Archaic Weapons Proficiency

HP: 10

Class Skills

The Samurai's class skills are as follows.

Acrobatics, Athletics, Diplomacy, Intimidate, Lore (warfare), Lore (Traditions),


Medicine, Performance, Ride, Society, Survival, Taijutsu

Skill Points at Each Level: 2 + Int modifier.

Level Bab Fort Ref Will Special Defense


Save Save save

1st +1 Path of the Samurai, Bonus


+1 +0 +0 Chakra +1

2nd +2 +1 +1 +1 Weapon Focus +1

3rd +3 +2 +1 +1 Bonus feat +2

4th +4 +2 +1 +1 Combat acumen +2

5th +5 +3 +2 +2 Sacred Path +3

6th +6 +3 +2 +2 Weapon specialization +3

7th +7 +4 +2 +2 Armored to the Teeth +4

8th +8 +4 +3 +3 Frightful Presence +4


9th +9 +5 +3 +3 Supreme Samurai Path +5

10th +10 +5 +3 +3 Empowered Sacred Path +5

Path of the Samurai (Ex)


At 1st level, the samurai chooses his path to power for the rest of his class
progression. The Samurai can choose between two paths, the Single sword or dual
sword path. The Single sword path utilizes a Katana sword and specializes in quick
and precise swings and the Iaido style, the Dual sword path the Samurai utilizes two
Wakizashi and becomes increasingly proficient in the use of two weapons.

Single Sword Path: The Samurai gains the Quick draw feat as a bonus feat.

Dual Sword Path: The Samurai gains the Two-weapon fighting feat as a bonus feat.

Bonus Chakra

The Samurai gains a certain amount of bonus chakra and bonus reserve from taking
levels in this class. The amount of bonus chakra or chakra reserve gained is shown
on the table below. It is not influenced by ability scores, and is in addition to the
standard amount gained every level from gaining an additional hit dice.

The amount of bonus chakra or reserve doesn't stack, simply choose the
appropriate value based on the character's class levels. Multiple instances of Bonus
Chakra and Reserve, such as from various classes, do stack with each other.

Class Bonus Bonus


levels Chakra Reserv
e

1st - 1

2nd 1 2

3rd 1 3

4th 2 4
5th 2 5

6th 3 6

7th 3 7

8th 4 8

9th 4 9

10th 5 10

Weapon Focus (Ex)

The Samurai gains the Weapon Focus feat in accordance with his path. If he chose
the Single sword path he gains Weapon focus: Katana. If he chose the Dual sword
path he gains Weapon focus: Wakizashi.

Bonus Feats

At 3rd, 6th and 9th level, the Samurai gets a bonus feat.

Combat Acumen (Ex)


The Samurai gains an additional feat depending on his Chosen Path.
Single Sword Path: Gains the Vital Strike feat and the Blind-fighting feat.
Dual Sword Path: Gains the ImprovedTwo-weapon fighting feat.

Sacred Path (Ex)


At 5th level, the Samurai progresses further in his chosen path and he attains further
mastery.

Single Sword Path: The Samurai’s proficiency in disrupting Techniques increase, he


gains the Disruptive feat as a bonus feat.

Dual Sword Path: While employing two Wakizashi and performing a full-round attack
action, the Samurai gains +2 dodge bonus to Armor class until the beginning of his
next turn. This bonus increases to +3 at 8th level.

Weapon Specialization (Ex)


The samurai's proficiency with his chosen weapon is taken further, and he gains the
Weapon Specialization feat.
Single Sword Path: Gains the Weapon Specialization: Katana.

Dual Sword Path: Gains the Weapon Specialization: Wakizashi.

Armored to the Teeth (Ex)


The Samurai is able to move at his normal movement speed while wearing medium
armor or heavy armor, and ignore the failure chance when performing techniques in
Medium or Heavy armor. They also ignore the armor penalty of their armor, for
techniques with the Mobility component.

Frightful Presence (Ex)


The samurai carries with him an imposing presence and terrifying fighting spirit.
When the samurai draws his sword, it triggers a primal fear within the onlookers.

Opponents within 30 feet of the samurai must make a Will save (DC 10 + the
character's samurai class level + the character's Charisma modifier) to avoid being
shaken for 1d6+Cha modifier rounds. An opponent that succeeds on the saving
throw is immune to the Samurai’s frightful presence for 24 hours. This ability can
only be used once per Encounter.

Supreme Path (Ex)


At 9th level, the Samurai gains supreme mastery in his chosen path.

Single Sword Path: The Samurai gains Improved Critical: Katana.

Dual Sword Path: The Samurai gains GreaterTwo-weapon fighting.

Empowered Sacred Path (Ex)


The Samurai mastery of his chosen path increases to near mythical potency,
empowering the abilities gained by the Sacred Path ability.

Single Sword Path: The Samurai gains bonus to Hit and Damage with the Katana of
+2 and further this also increases all Concentration rolls necessary to use techniques
defensively as long as they’re within reach of the samurai by +3, this is in addition to
the Disruptive feat and all feats that have Disruptive as a prerequisites..

Dual Sword Path: The Samurai can use a doublestrike maneuver, allowing him to
attack once with each weapon as a standard action without taking the usual two-
weapon fighting penalty and activating his Sacred path bonus as if he had used a
full-round attack. In lieu of an attack, the user can attempt either a Disarm or Sunder
maneuver. The user can replace both attacks.

Shinobi Adept
The Shinobi Adept is a competent technique user and provides a strong base for any
going down the path. Many Genjutsu Masters, Elementalists and Technique Analysts are
also Shinobi Adepts.

Prerequisites
Skills: Chakra Control, Fuinjutsu, Genjutsu, or Ninjutsu at rank 3
Feat: Chakra Adept, Fuinjutsu Adept, Genjutsu Adept or Ninjutsu Adept.

HP: 6

Skills
Acrobatics (Dex), Chakra Control (Wis), Diplomacy (Cha), Fuinjutsu (Wis), Genjutsu
(Cha), Lore (Int), Medicine (Wis), Ninjutsu (Int), Perception (Wis), Society (Int)
Skills per level: 6+int modifier

Level Bab Fort Ref Will Special Defense


save save save

Technique
Adept, Bonus
1st +0 +0 +0 +1 Chakra +1

Chakra
2nd +1 +1 +1 +1 Endurance +1

3rd +1 +1 +1 +2 Evasion +2

Bonus Chakra (Ex)


The Shinobi Adept gains a certain amount of bonus chakra and bonus reserve from
taking levels in this class. The amount of bonus chakra or chakra reserve gained is
shown on the table below. It is not influenced by ability scores, and is in addition to
the standard amount gained every level from gaining an additional hit dice.

The amount of bonus chakra or reserve doesn't stack, simply choose the appropriate
value based on the character's class levels. Multiple instances of Bonus Chakra and
Reserve, such as from various classes, do stack with each other.

Class Bonus Bonus


levels Chakra Reserve

1st 1 4

2nd 3 8

3rd 5 12
Technique Adept (Ex)
The Shinobi Adept gains a +2 bonus on all Chakra Control, Fuinjutsu, Genjutsu and Ninjutsu
checks. Moreover the Shinobi Adept gains a +2 bonus on Learning rolls to learn any
Fuinjutsu, Genjutsu or Ninjutsu technique.

Chakra Endurance (Ex)


Once per day the Shinobi Adept can spend a Full-round action to recover a Chakra up to a
1/4th of her total Chakra pool.

Evasion (Ex)
The Shinobi Adept is proficient in his own weapons and seldom gets grievously wounded by
it. When exposed to an ability that allows the shinobi adept to attempt a Reflex save for half
damage, he takes no damage instead. This ability can only be used when wearing light
armour or no armour.

Shinobi Agent

The Shinobi Agent is the most common type of ninja. He is proficient at performing
techniques, sneaking behind enemies and tracking them down. Most ninja eventually
take levels in this class, as it covers the most basic skills.

Requirements:
To qualify to become a Shinobi Agent, a character must fulfil all the following criteria.
Skills: 3 ranks in either: Chakra Control, Genjutsu, Ninjutsu or Taijutsu.

HP: 8

Class Skills
The Ninja Scout's class skills are as follows.
Acrobatics (Dex), Chakra Control (Wis), Escape Artist (Dex), Genjutsu (Cha), Lore
(Int), Ninjutsu (Int), Perception (Wis), Society (Int), Stealth (Dex), Survival (Wis),
Taijutsu (Str), Thievery (Dex)
Skill Points at Each Level: 8 + Int modifier.

Level Bab Fort Ref Will Special Defense


Save Save save

1st +0 +0 +1 +0 Track, Bonus chakra +1

2nd +1 +1 +1 +1 Sneak Attack +1d6 +2

3rd +2 +1 +2 +1 Bonus feat +2


4th +3 +1 +2 +1 Increased speed +5ft +3

5th +3 +2 +3 +2 Hide in Plain sight +4

6th +4 Sneak Attack +2d6, Bonus


+2 +3 +2 feat +4

7th +5 +2 +4 +2 Evasion X +5

8th +6 +3 +4 +3 Increased speed +10ft +6

9th +6 Sneak attack +3d6, Bonus


+3 +5 +3 feat +6

10th +7 +3 +5 +3 Quicken technique +7

Track (Ex)
A Shinobi adds half his character level (minimum 1) to Survival skill checks made to follow
tracks.

Bonus Chakra (Ex)


The Shinobi Agent gains a certain amount of bonus chakra and bonus reserve from
taking levels in this class. The amount of bonus chakra or chakra reserve gained is
shown on the table below. It is not influenced by ability scores, and is in addition to
the standard amount gained every level from gaining an additional hit dice.

The amount of bonus chakra or reserve doesn't stack, simply choose the appropriate
value based on the character's class levels. Multiple instances of Bonus Chakra and
Reserve, such as from various classes, do stack with each other.

Class Bonus Bonus


levels Chakra Reserv
e

1st 1 2

2nd 2 4

3rd 3 6
4th 4 8

5th 5 10

6th 6 12

7th 7 14

8th 8 16

9th 9 18

10th 10 20

Sneak Attack (Ex)


If the Shinobi Agent can catch an opponent when he is unable to defend himself effectively
from the Shinobi Agent's attack, the Shinobi Agent can strike a vital spot for extra damage.

The Shinobi Agent's attack deals extra damage anytime his target would be denied a
Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the
Shinobi Agent flanks his target.This extra damage is 1d6 at 1st level, and increases to 2d6 at
4th level and every 3 levels thereafter. Should the Shinobi Agent score a critical hit with a
sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak
attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (like a sap, whip, or unarmed strike), a Shinobi
Agent can make a sneak attack that deals nonlethal damage instead of lethal damage. He
cannot use a weapon that deals Lethal damage, to deal nonlethal damage in a sneak attack.
Not even with the usual -4 penalty.

The Shinobi Agent must be able to see the target well enough to pick out a vital spot and
must be able to reach such a spot. A Shinobi Agent cannot sneak attack while striking a
creature with concealment.

This ability deals 1d6 points of extra damage at 2nd level, and increases to 2d6 at 6th
level and 3d6 at 9th.

Bonus Feats
At 3rd, 6th, and 9th level, the Shinobi Agent gets a bonus feat.

Increase Speed (Ex)


The faster you move, the easier it is for you to catch your prey. In some situations,
speed may determine whether you live or you die; be ready. At 4th level, the Shinobi
Agent's base speed increases by 5 feet as long as he doesn't carry heavier than a
light load. This bonus increases to 10 feet at 8th level.

Hide in Plain Sight (Ex)


A Shinobi Agent can use the Stealth skill even while being observed. As long as he
is within 10 feet of some sort of concealment, a Shinobi Agent can hide himself from
view in the open without anything to actually hide behind. He cannot, however, hide
in his own shadow.

Evasion (Ex)
At 7th level, the Shinobi Agent is able to easily avoid traps, falling ceilings or
fireballs. If the Shinobi Agent is subject to an attack that allows him a Reflex save to
take only half damage, the Shinobi Agent takes no damage from the attack. If the
Shinobi Agent already possesses the Evasion ability, he takes half damage on a
failed save, and no damage if the Reflex save succeeds. This ability is nullified if the
Shinobi Agent carries heavier than a light load.

Quicken Technique (Ex)


At 10th level, the Shinobi Agent gains the ability to perform quickened techniques.
Once per day, the Shinobi Agent can perform a Chakra Control, Genjutsu or Ninjutsu
technique with a perform time no longer than 1 standard action as a swift action. The
Shinobi Agent does not provoke an attack of opportunity for performing a quickened
technique.

Shinobi Blade Savant


The Shinobi Blade Savant is an adept warrior with the uncanny ability to flawlessly blend
ninjutsu and taijutsu into a deadly hybrid style. A simple wave of the Shinobi Blade Savant's
weapon can unleash a powerful jutsu.

Requirements:
To qualify to become a Shinobi Blade Savant, a character must fulfill all the following criteria.
Base Attack Bonus: +2
Skills: Genjutsu 3 ranks or Ninjutsu 3 ranks, and Taijutsu 3 ranks.
Feats: Genjutsu Adept or Ninjutsu Adept
Special: Must be proficient in at least one archaic or exotic weapon

HP: 7

Class Skills
The Shinobi Blade Savant's class skills are as follows.
Acrobatics, Athletics, Deception, Intimidate, Lore, Perception, Stealth, Genjutsu, Ninjutsu,
Taijutsu
Skill Points at Each Level: 4 + Int modifier.
Level Bab Fort Ref Will Special Defense
Save Save save

1st +0 +1 +0 +1 Chakra State, Bonus Chakra +1

2nd +1 +1 +1 +1 Bonus Feat +1

3rd +2 +2 +1 +2 Sword weaving +2

4th +3 +2 +1 +2 Chakra Sword +2

5th +3 +3 +2 +3 Blade Specialization +3

6th +4 +3 +2 +3 Bonus Feat +3

7th +5 +4 +2 +4 Sealing Sword +4

8th +6 +4 +3 +4 Greater Chakra Sword +4

9th +6 +5 +3 +5 Heightened Chakra State +5

10th +7 +5 +3 +5 Greater Sealing Sword +5

Chakra State
The Shinobi Blade Savant can focus for 1 hour and spend 1 point of chakra per Shinobi
Blade Savant level to imbue a single weapon with the chakra state. The chakra state lasts
until it is applied to another weapon or until the chosen weapon is further than 5 feet away
from the sword savant for 24 hours or more.

The chakra state weapon is treated as a chakra weapon to overcome damage reduction as
well as increase his atk by +1 with the weapon.
If the Shinobi Blade Savant has the two-weapon fighting feat, he may apply the benefits of
his chakra state ability to two weapons.

Bonus Chakra
The Shinobi Blade Savant gains a certain amount of bonus chakra and bonus reserve from
taking
levels in this class. The amount of bonus chakra or chakra reserve gained is shown on the
table below. It is not influenced by ability scores, and is in addition to the standard
amount gained every level from gaining an additional hit dice.
The amount of bonus chakra or reserve doesn't stack, simply choose the appropriate value
based on the character's class levels. Multiple instances of Bonus Chakra and Reserve,
such as from various classes, do stack with each other.

Class Bonus Bonus


levels Chakra Reser
ve

1st 1 1

2nd 2 3

3rd 3 4

4th 4 6

5th 5 7

6th 6 9

7th 7 10

8th 8 12

9th 9 13

10th 10 15

Sword Weaving
While holding his chakra state weapon, the Shinobi Blade Savant is able to perform
techniques using half seals or hand seals with a simple wave of his sword. Doing so in a
threatened area can still provoke an attack of opportunity.
The Shinobi Blade Savant must choose which type of techniques to apply this ability to:
Genjutsu or Ninjutsu.

Bonus Feats
At 2nd and 6th level, the Shinobi Blade Savant gets a bonus feat. These feats must be
related to Jutsus or swordplay.
Chakra Sword
The Shinobi Blade Savant can now channel one of his Chakra natures through his Chakra
state weapon, this adds 1d6 points of elemental damage corresponding to the nature
transformation you invested your blade with.

Blade Specialization
At 5th level you gain a +1 bonus to hit and a +2 bonus to damage with all bladed weapons.

Sealing Sword
The blades of a Shinobi Blade Savant can now be used to seal Chakra inside of them, this
means that whenever the Shinobi Blade Savant scores a critical hit against someone the
blade absorbs 1d4 points of chakra per critical modifier. A weapon with a x2 critical modifier
absorbs 2d4, x3 3d4 and so on. The chakra is stored within the Blade. A Chakra state
weapon can store up to 10 points of Chakra per Shinobi Blade Savant level. Should the
Shinobi Blade Savant ever choose to create a new Chakra state weapon or lose his old one,
all the Chakra within is lost and evaporates into nothingness. A Shinobi Sword Savant can
draw Chakra from his Sealing sword by spending one minute in concentration, this transfers
5 points of Chakra from the sword per class level, to the Shinobi Sword Savant.

Greater Chakra Sword


This functions exactly like Chakra sword, except the damage added is 2d6 points and
increase to 3d10 points of damage on a critical hit.

Heightened Chakra State


The Shinobi Blade Savant gains a +2 bonus to all attack rolls with his chakra state weapons.
In addition, he gains extra attacks as though his base attack bonus was 5 points higher than
it is. To benefit from the extra attacks, the Shinobi Blade Savant must only use his chakra
state weapon to attack that round.

Greater Sealing Sword


At this level the Shinobi Sword Savant can seal away an enemy within his blade. When
having confirmed a critical hit, the Shinobi Blade Savant can choose to try and seal a target
within his blade. This costs 10 points of chakra to attempt and allows the target a Will save.
On a failure, the user must pay an additional 10 points of chakra to seal his target within his
blade, this draws them into the sword and leaves them in a state of suspended animation.
Chakra contained within the blade, can be used to pay for this sealing. To free a target, the
blade in which they’re sealed must be broken.

Once a target is sealed within, the weapon will not lose its Chakra state, even when another
blade is chosen or left by the wielder.

Furthermore the user can channel the Chakra nature of anyone kept within, allowing his
weapon to deal damage with one of the Sealed targets Elemental nature.

Lastly a blade in which a target is sealed loses all its stored Chakra, instead the Shinobi
Blade Savant will draw chakra directly from the target within. A sealed Target regains
Chakra as normal.
Shinobi Guardian

A ninja adept at protecting others and jumping in harm's way, the Shinobi Guardian
is the ideal bodyguard, the one shinobi most likely to stay behind to delay the
incoming waves of the enemy and survive. He is most wanted in rear guard defense
on the battlefield.

Requirements:
To qualify to become a Shinobi Guardian, a character must fulfil all the following
criteria.

Base Attack Bonus: +2


Skills: Taijutsu 3 ranks.
Feats: Great Fortitude

HP: 11

Class Skills
The Shinobi Guardian's class skills are as follows.
Acrobatics (Dex), Intimidate (Cha), Lore (Any), Perception (Wis), Stealth (Dex),
Ninjutsu, Taijutsu (Str).
Skill Points at Each Level: 2 + Int modifier.

Level Bab Fort Ref Will Special Defense


Save Save save

1st +0 +1 +0 +0 Remain Conscious +1

2nd +1 +1 +1 +1 Harm’s Way +1

3rd +2 Damage reduction


+2 +1 +1 3/Chakra +2

4th +3 +2 +1 +1 Shinobi’s Toughness +2

5th +3 Damage reduction


+3 +2 +2 6/Chakra +3

6th +4 +3 +2 +2 Sneak attack +1d6 +3

7th +5 +4 +2 +2 Mettle +4
8th +6 +4 +3 +3 Bonus feat +4

9th +6 Damage reduction


+5 +3 +3 10/Chakra +5

10th +7 +5 +3 +3 Undying Shinobi +5

Remain Conscious (Ex)


The Shinobi Guardian gains Endurance and Diehard as a bonus feat.

Harm’s Way (Ex)


Once per round, if the Shinobi Guardian is adjacent to an ally who is targeted by a
direct melee or ranged attack (but not an area effect), he can subject himself to the
attack in the ally’s stead. If the attack hits the Shinobi Guardian, he takes damage
normally. If it misses, it also misses the ally.

The Shinobi Guardian must declare his intention to place himself in harm’s way
before the attack roll is made. He selects his ally either prior to combat or
immediately after the shinobi makes his initiative check. The ally cannot be changed
for the duration of the combat.

Bonus Feats
At 8th level, the Shinobi Guardian gets a bonus feat.

Damage Reduction (Ex)


The Shinobi Guardian ignores damage from most weapons and natural attacks. The
weapon bounces off harmlessly (the opponent knows the attack was ineffective). He
takes normal damage from energy attacks (even nonmagical ones), techniques and
supernatural abilities.

This damage reduction stacks with the damage reduction of the same type.

Shinobi's Toughness (Ex)


Upon reaching 4th level, the Shinobi Guardian gains Improved Great Fortitude and
+1 Hit point per character level.

Sneak Attack
This ability functions as the Shinobi agent's sneak attack ability. If he can catch an
opponent when he is unable to defend himself effectively from his attack, he can
strike a vital spot for extra damage. Creatures immune to critical hits and sneak
attacks, or who have concealment, do not suffer extra damage.
This extra damage is 1d6 at 6th level. If the Shinobi Guardian gains a bonus to
sneak attack from another source, the bonuses stack.

Mettle (Ex)
When the Shinobi Guardian makes a successful Fortitude or Will save against any
power, technique or ability that would have a lesser effect on a successful save
(such as a technique that allows a saving throw of Fortitude half or Will partial), the
Shinobi Guardian instead completely negates the effect. This ability only functions
when the Shinobi Guardian is conscious.

Undying Shinobi
When the Shinobi Guardian reaches 10th level, he gains the ability to perform
normally, without being staggered, when his hit points have been reduced below 0
and he’s acting because of Diehard. He may choose to succumb to
unconsciousness still. Furthermore he automatically stabilizes when he goes
unconscious.

Shinobi Swordsman

This caste of ninja follows the path of the sword, while embracing the shadow. The
flash of the sword, the slight change in the air, is the only clue one has before the
shinobi swordsman's blade falls. If he chooses to face a foe in direct combat, no
matter the odds, men will fall before him like grain before a scythe.

There are few things in this world as dangerous as these men and their swords. It is
difficult to spot a Shinobi Swordsman, even though they carry swords that can range
in size from a ninja-to to an immense fullblade.

Requirements:
To qualify to become a shinobi swordsman, a character must fulfill all the following
criteria.

Base Attack Bonus: +2


Skills: Stealth 1 ranks, Taijutsu 3 ranks
Feats: Power Attack or Weapon Finesse or Two-weapon Fighting

HP: 8

Class Skills
The Shinobi Swordsman's class skills are as follows.
Athletics (Str), Lore (Int), Perception (Wis), Stealth (Dex), Survival (Wis), Taijutsu
(Str), Thievery (Dex)
Skill Points at Each Level: 3 + Int modifier.
Level Bab Fort Ref Will Special Defense
Save Save save

1st +1 +1 +0 +0 Blade Focus +1

2nd +2 +1 +1 +1 Swordsman’s style +1

3rd +3 +2 +1 +1 Invisible Strike, Bonus feat +2

4th +4 +2 +1 +1 Sneak attack +1d6 +2

5th +5 +3 +2 +2 Cleaving Sweep +3

6th +6 +3 +2 +2 Swordsmans defense +3

7th +7 +4 +2 +2 Bonus feat +4

8th +8 +4 +3 +3 Sneak attack +2d6 +4

9th +9 +5 +3 +3 Deadly Blade, Bonus feat +5

10th +10 +5 +3 +3 Greater Swordsman’s style +5

Proficiencies: All Nin-weapons, Archaic weapons and light armor.

Blade Focus
The Shinobi Swordsman gains a +1 bonus to hit and damage with all bladed weapons. This
bonus increases to +2 at 6th level.

Swordsman’s style (Ex)


Two-weapon fighting: The Shinobi Swordsman gains Improved two-weapon fighting, at 7th
level he gets greater two-weapon fighting.
One-handed: Requires Weapon finesse: The Swordsman can add his dexterity bonus to
damage with his weapon, provided he wields it one handed.
Two-handed: The Shinobi swordsmen deals double strength damage with a two-handed
bladed weapon.

Invisible Strike
When the Shinobi Swordsman strikes from the shadows, simply none can escape his blade.
Whenever attacking an unaware opponent, the shinobi swordsman gains a +1 bonus to
attack and damage rolls. This bonus increases to +2 at 6th level and +3 at 9th level.
Bonus Feats
At 3rd, 7th, and 9th level, the Shinobi Swordsman gets a bonus feat.

Sneak Attack
This ability functions as the Shinobi Agent sneak attack ability. If he can catch an opponent
when he is unable to defend himself effectively from his attack, he can strike a vital spot for
extra damage. Creatures immune to critical hits and sneak attacks, or who have
concealment, do not suffer extra damage.

This extra damage is 1d6 at 4th level, and it increases by 1d6 every 4 levels thereafter. If the
shinobi swordsman gains a bonus to sneak attack from another source, the bonuses stack.

Cleaving Sweep (Ex)


At 5th level, the Shinobi Swordsman can perform a cleaving strike, attacking every opponent
adjacent to him as a full-round action. Roll a single attack roll, comparing it to the AC of all
adjacent enemies. Those hit take full damage, plus an additional effect based on the targets
chosen swordsman’s style.
Two-weapon fighting: The targets take an additional amount of damage equal to your off-
hand weapon.
One-handed: The Targets take an additional 1d6 points of bleed damage.
Two-handed: Targets must roll a Fortitude save or be knocked prone.

Swordsmans Defense (Ex)


At 6th level, the Shinobi Swordsman gains a +6 bonus to his CMD against Disarm and
sunder attempts.

Deadly Blade
A Shinobi Swordsman’s proficiency with his blade is so advanced, that he lands critical hits
more easily. The swordsman’s critical threat range is doubled. This ability does not stack
with any other ability increasing the critical threat range.

Greater Swordsman’s style


A Shinobi Swordsman’s proficiency with his chosen style increases to its pinnacle.
Two-weapon Fighting: Reduce your two-weapon fighting penalty by -2 if your off-hand
weapon is a one-handed melee weapon and by -1 if it’s a light one-handed melee weapon.
One-handed: The One-handed expert can attack an additional time at his highest base
attack bonus during a full-round attack action.
Two-handed: A target suffering a critical hit from your two-handed blade is knocked prone by
sheer force.

Weapon Master
Devoted to the perfection of a single weapon, the weapon master’s meditations upon his
favored weapon border on the obsessive, but none can deny his consummate skill. The
weapon master must select a single type of weapon (such as longsword or shortbow). All of
his abilities apply to that weapon type.
Requirements:
To qualify to become a weapon master, a character must fulfill all the following
criteria.

Base Attack Bonus: +3


Skills: Taijutsu 3 ranks
Feats: Weapon Focus, Archaic Weapon Proficiency
Special: Must be proficient in the use of his chosen weapon.

HP: 9

Class Skills
The Shinobi Swordsman's class skills are as follows.
Athletics (Str), Lore (Int), Perception (Wis), Stealth (Dex), Survival (Wis), Taijutsu
(Str)
Skill Points at Each Level: 3 + Int modifier.

Level Bab Fort Ref Will Special Defense


Save Save save

1st +1 +1 +0 +0 Weapon Guard +1

2nd +2 +1 +1 +1 Weapon Specialization +1

3rd +3 +2 +1 +1 Weapon Training +1 +2

4th +4 +2 +1 +1 Greater Weapon Focus +2

5th +5 +3 +2 +2 Reliable Strike +3

6th +6 +3 +2 +2 Weapon Training +2 +3

7th +7 +4 +2 +2 Greater Weapon Specialization +4

8th +8 +4 +3 +3 Deadly Critical +4

9th +9 +5 +3 +3 Weapon Training +3 +5

10th +10 +5 +3 +3 Master’s Strike +5


Weapon Guard
At 1st level, a weapon master gains a +1 bonus to CMD against disarm and sunder attempts
while wielding his chosen weapon. This bonus also applies on saves against any effect that
targets his chosen weapon. The bonus increases by +1 for every three levels beyond 1st.

Weapon Specialization
At 2nd level the Weapon Master gains weapon specialization as a bonus feat.

Weapon Training
At 3rd level, a weapon master gains a +1 bonus on attack and damage rolls with his chosen
weapon. The bonus improves to +2 at level 6 and +3 at level 9.

Greater Weapon Focus


At 4th level the Weapon Master gains Greater Weapon Focus as a bonus feat.

Reliable Strike
At 5th level, a weapon master may reroll an attack roll, critical hit confirmation roll, miss
chance check, or damage roll as an immediate action. He must accept the second roll even
if it is worse. He can use this ability once per encounter at 5th level, plus one additional time
per encounter at 10th level.

Greater Weapon Specialization


At 7th level the Weapon Master gains the Greater weapon specialization as a bonus feat.

Deadly Critical
At 8th level, the critical hit modifier of his chosen weapon increases by x1. So if it dealt
double damage on a critical hit, it’d now deal triple damage.

Master’s Strike
Once per encounter the Weapon Master can declare a Master Strike. The Weapon Master
must roll an attack roll, on a success he can decide to apply one of the following effects to
the strike in addition to the damage.

- His attack knocks his target prone


- His attack pushes the target up to 15ft
- His attack disarms an opponent
- His attack leaves the target flat-footed
- His attack is an automatic critical hit

Prestige Classes

ANBU Infiltrator
Prerequisites
Feats: Stealthy, Hand seals proficiency
Skills: Acrobatics 5 or Athletics 5, Deception 5, Stealth 5 or Survival 5.
HP: 7

Class Skills
The Shade's class skills are as follows.
Acrobatics, Athletics, Crafting, Diplomacy, Deception, Intimidation, Lore, Perception,
Performance Stealth, Survival, Thievery, Chakra Control, Ninjutsu, Genjutsu
Skill Points at Each Level: 4 + Int modifier.

Level Bab Fort Ref Will Special Defense


Save Save save

+0
1st +0 +1 +0 Trapfinding, Trap Sense +1

+1 Technique Analysis ,
2nd +1 +1 +1 Terrain Expert +1

+2 Infiltrator, Sneak attack


3rd +1 +2 +1 +1d6 +2

+3
4th +1 +2 +1 Trap Saboteur +2

+3 Terrain Expert, Sneak


5th +2 +3 +2 attack +2d6 +3

+4
6th +2 +3 +2 Evasion X +3

7th +5 Infiltrator’s sneak attack,


+2 +4 +2 Sneak attack +3d6 +4

Bonus Chakra
The ANBU gains a certain amount of bonus chakra and bonus reserve from taking levels in
this class. The amount of bonus chakra or chakra reserve gained is shown on the table
below. It is not influenced by ability scores, and is in addition to the standard amount gained
every level from gaining an additional hit dice.

The amount of bonus chakra or reserve doesn't stack, simply choose the appropriate value
based on the character's class levels. Multiple instances of Bonus Chakra and Reserve,
such as from various classes, do stack with each other.
Class Bonus Bonus
level Chakra Reserve
s

1st 1 2

2nd 2 4

3rd 3 6

4th 4 8

5th 5 10

6th 6 12

7th 7 14

Trapfinding
The Infiltrator gains a bonus to his perception check versus traps, equal to his level.

Trap Sense
The Infiltrator gains a +2 bonus to Dodge and Reflex saves against traps. This bonus
increases to +3 at 4th level and +4 at 8th level.

Technique Analysis
The Infiltrator gains a +4 bonus to analyse and identify Genjutsu and Ninjutsu Techniques.

Terrain Expert
The Infiltrator must chose a terrain type of the following

Cold (Ice, glaciers, snow and tundra)

Desert (Sand and Wastelands)

Forest (Coniferous and Deciduous)

Jungle

Mountain (Including Hills)

Plains

Swamp
Underground (Caves and Dungeons)

Urban (Building, streets and sewers)

Water (above and below the surface)


In his chosen Terrain, the Infiltrator gains a +2 bonus to initiative, Lore (Terrain type),
Perception, Stealth and Survival. Moreover he can always take 10 on stealth checks made
to hide or move silently within such areas.

Infiltrator
The ANBU Infiltrator gains a +4 bonus on Deception checks to remain disguised as well as
Stealth checks to move around unnoticed. Moreover the Infiltrator can adopt a disguise to
appear like a random average person, usually a servant, farmer or the like. In this disguise
the bonus to Deception for disguise increases to +10. .This disguise can never be a specific
person.

Sneak Attack
The infiltrator gains the sneak attack ability, this functions like the ordinary sneak attack
ability of the indicated amount.

Trap Saboteur (Ex)


The infiltrator becomes a master of avoiding and manipulating traps and locks. He can
attempt to open a lock as a standard action and takes 1/2 the normal amount of time to
disable traps (minimum 1 round) . When he has bypassed a trap without disarming it, she
can also choose to suppress its trigger for up to 1 minute. If she does, she can also choose
to end this suppression prematurely as a free action.

Evasion X
The Infiltrator gains the Evasion ability, if he already has the Evasion ability this ability grants
him Improved Evasion.

Infiltrator’s Sneak Attack


When dealing sneak attack damage, instead of dealing additional damage the Infiltrator can
choose to paralyze a target instead for 1d6+1 rounds. A fortitude save DC 10+half character
level +int modifier negates this.
If the Infiltrator is unobserved as a threat, he can choose to knock a target unconscious
instead. A target knocked unconscious is effectively sleeping for 4 hours. A fortitude save
like for the paralyze effect negates this effect.

Beastlord
Prerequisites
Bab: +5
Skills: Nature 5, Taijutsu 5 ranks, Survival 5 ranks.
Feats: Ninken Companion
Special: Must have reached mastery 3 in the Four legs Jutsu
HP: 9

Class Skills
The Gentle fists class skills are as follows.
Acrobatics, Athletics, Crafting, Diplomacy, Lore, Nature, Perception, Stealth, Survival,
Taijutsu,
Skill Points at Each Level: 2 + Int modifier.

Level Bab Fort Ref Will Special Defens


save save save e

Extra
1st +1 +1 +1 +0 Companion +1

2nd +2 +1 +1 +1 Pack Fighter +2

Pack
3rd +3 +2 +2 +1 Perception +3

Extra Companion
The Beastlord gains an additional animal companion, this companion progresses as if the
beastlord was three levels lower.

Pack Fighter
The Beastlord and his animal companions gain a +1 circumstance bonus to attack rolls
when flanking with one another, in addition to the usual +2.

Pack Perception
The Beastlords pack is so much in tune that their subtle cues and mannerisms perfectly
communicate enemy positions, abilities they’ve noticed and so forth. As long as the
Beastlord and his animal companions are within 60ft of one another, none of them can be
flanked or caught with a feint. Moreover they can communicate with a sort of non-verbal
language, this functions like telepathy.

Blinkstrike

The Blinkstrike is a ninja who has mastered the use of Space-time techniques,
incorporating them and transforming them into a fluid and deadly fighting style. The
Blinkstrike takes its name from the specified stance they employ, this stance appears
to have the Blinkstrike distort and blink out of reality. The Blinkstrike is a rare and
dangerous style to master, and even more rarely seen than ordinary space-time
practitioners.

Requirements:
To qualify to become a Blinkstrike, a character must fulfil the following requirements
Skills: Acrobatics 4, Ninjutsu 6, Taijutsu 6, Stealth 4.
Feats: Dodge, Mobility
Special: Must have achieved at least the second step of mastery with the body
flicker technique.

HP: 8

Class skills
Acrobatics, Athletics, Crafting, Deception, Intimidation, Lore, Perception, Performance
Stealth, Survival, Thievery, Taijutsu, Genjutsu
(4+Int modifier)

Level Ba Fort Ref Will Special Defense


b save save save

Blinkstrike +1,
1st +1 +0 +1 +0 Bonus Chakra +1

Blink step, Bonus


2nd +2 +1 +1 +1 Feat +2

Blinkstrike +3,
Increased Speed
3rd +3 +1 +2 +1 10 ft +3

4th +4 +1 +2 +1 Evasion X +3

Blinkstrike +5,
5th +5 +2 +3 +2 Warp charge +4

Blinkstrike
This stance is what gives the Blinkstrike his name, its key to his fighting style. A Blinkstrike
can enter this stance as a free action at no chakra cost; it lasts until the end of the encounter
or until the Blinkstrike enters another stance or cancels it himself. The Blinkstrike can only
benefit from this stance while he’s unarmored, unencumbered and not suffering from
exhaustion or being staggered.

While in this stance, the Blinkstrike gains a dodge bonus to defense and a bonus to stealth
equal to the value given above. While dodging an attack or taking a 5ft move action the
Blinkstrike appears to vanish for a short time only to reappear at his intended space. There’s
no blur of movement or any noise to betray him having moved at all.
The Blinkstrike can spend 2 chakra points to add half the indicated stance bonus to his next
attack roll, rounded up.

Bonus Chakra
The Blinkstrike gains a certain amount of bonus chakra and bonus reserve from taking levels
in this class. The amount of bonus chakra or chakra reserve gained is shown on the table
below. It is not influenced by ability scores, and is in addition to the standard amount gained
every level from gaining an additional hit dice.

The amount of bonus chakra or reserve doesn't stack, simply choose the appropriate value
based on the character's class levels. Multiple instances of Bonus Chakra and Reserve,
such as from various classes, do stack with each other.

Class Bonus Bonus


levels Chakra Reserve

1st 1 2

2nd 2 4

3rd 3 6

4th 4 8

5th 5 10

Blink step
A number of times per day equal to 3+wisdom modifier, while in the Blinkstrike stance, the
character can take a blink step as a move action.

The Blinkstrike appears to distort and vanish and teleports up to his land speed, this
movement does not provoke an attack of opportunity nor is it affected by difficult terrain.

Increase Speed (Ex)


The faster you move, the easier it is for you to catch your prey. In some situations,
speed may determine whether you live or you die; be ready. At 3rd level, the
Blinkstrike’s base speed increases by 10 feet as long as he doesn't carry heavier
than a light load.

Evasion X
The Blinkstrike gains Evasion, or Improved Evasion if the character already has it.
This ability only applies if the Blinkstrike is unarmored and unencumbered.
Warp charge
The Blinkstrike is able to charge using his astounding abilities. He appears to blink in and out
of space, reappearing at different places for a split-second before vanishing again.

The Blinkstrike is able to charge without provoking attacks of opportunity for moving in and
out of threatened areas, and is also able to turn while charging, avoiding opponents or
obstacles in his path and charging over difficult terrain while using this ability.

Once per encounter, the blinkstrike can designate a warp charge as a powerful charge, and
deal +3d6 points of bonus damage on a successful hit, not multiplied on a critical hit.

Devastator
As a master of either Genjutsu or Ninjutsu the Devastator is feared throughout the lands as a
Ninja with phenomenal talent and the unique ability to manipulate his Techniques in creative
and game changing ways. This offers him a unique versatility with no other comparison.

Requirements
To qualify to become a Devastator, a character must fulfill all of the requirements below.
Skills: Chakra Control 10, Lore (Ninja Lore) 8 and Genjutsu or Ninjutsu 10.
Feats: Genjutsu- or Ninjutsu Adept, Technique focus (any), any two meta-chakra feats.
Special: A Devastator must have a Chakra reserve of at least 30.

HP: 5

Class Skills
The Devastator's class skills are as follows.
Acrobatics, Crafting, Deception, Diplomacy, Intimidation, Lore (Genjutsu), Lore
(Chakra), Lore (Kekkei Genkai), Lore (Ninjutsu) Performance, Society, Stealth,
Thievery. Ninjutsu, Genjutsu, Chakra Control.

Skill Points at Each Level: 4 + Int modifier.

Level Bab Fort Ref Will Special Defense


save save save

Bonus Chakra,
Succession
1st +0 +0 +1 +0 Technique +0

Succession
2nd +1 +1 +1 +1 Technique +1

Succession
3rd +2 +1 +2 +2 Technique +1
Succession
4th +3 +2 +2 +2 Technique +2

5th +3 +2 +3 +3 Force of Nature +2

Bonus Chakra

The Devastator gains a certain amount of bonus chakra and bonus reserve from
taking levels in this class. The amount of bonus chakra or chakra reserve gained is
shown on the table below. It is not influenced by ability scores, and is in addition to
the standard amount gained every level from gaining an additional hit dice.

The amount of bonus chakra or reserve doesn't stack, simply choose the appropriate
value based on the character's class levels. Multiple instances of Bonus Chakra and
Reserve, such as from various classes, do stack with each other.

Class Bonus Bonus


levels Chakra Reserv
e

1st 1 4

2nd 3 8

3rd 5 12

4th 7 16

5th 9 20

Succession Technique

At 2nd, 3rd and 4th level, the devastator gains a special ability from the list below,
called succession techniques. Unless otherwise specified, a succession technique
cannot be selected twice.

Advanced Chakra Nature Manipulation (Su): The devastator is able to combine


chakra natures into a hybrid subtype that can have devastating effects. Each hybrid
attack deals two types of damage; if a creature is vulnerable to either, both types
deal increased damage. If the creature is immune to either, the attack deals half
damage of a single type it would be vulnerable to; if the creature is immune to both
types, the attack has no effect. Energy resistance applies normally.

Abilities such as the elementalist's elemental fury apply to all damage die. A
technique so modified cannot be copied or assimilated. This ability can be selected
twice; each time applying to a different nature manipulation.

Selecting this ability permanently costs the devastator 1 meta-chakra charge.

Advanced Chakra Shape Manipulation (Su): The devastator is able to turn a


Genjutsu or Ninjutsu burst attack into a shapeable spread effect, and a cone effect
into a line twice its length. Additionally, he is able to turn a spread effect into a
shapeable burst, or a line into a cone effect half its length (round down).

The devastator is able to spend a meta-chakra charge to deliver the full effects of the
technique with a melee touch attack. The range becomes "melee touch" and it
targets a single creature exclusively. A technique so modified cannot be copied or
assimilated.

Bonus Feat: Instead of a succession technique, the devastator may elect to pick a
bonus feat . This ability can be selected twice.

Chakra Medium Alteration (Su): The devastator is able to manipulate the way his
Genjutsu techniques affect a foe. He may deliver a scent-based illusion as a gaze
attack or sound-based effect, or a gaze attack as a sound- or scent-based effect, or
finally a soundbased effect as a gaze attack or smell-based effect.

The number of targets affected is still dependent on the technique used and level of
the devastator, and normal limitations of gaze attacks, scent- and sound-based
effects apply (such as blindness or deafness). Selecting this ability permanently
costs the devastator 1 meta-chakra charge.

Chakra Reach Extension (Su): The devastator is able to deliver melee touch attacks
with Chakra Control, Genjutsu or Ninjutsu techniques on a target up to 30 feet away.
He must make a ranged touch attack. This ability can be selected twice, the range
increases to 60 feet; the second time permanently costs the devastator 1 meta-
chakra charge.

Chakra Pulse Mastery (Su) (requires 1 other succession technique): The devastator
adds his Devastator level as a circumstance bonus to release checks against
Genjutsu techniques.

Chakra Shape Manipulation (Su): The devastator is able to shape area effects to
omit certain spaces that would normally be affected. The area effect must be either a
burst, cone, cylinder, emanation or spread effect, and the minimum dimension for
these spaces is one 5-ft. cube. Furthermore, the minimum dimension for a
shapeable technique is 5 feet, rather than 10 feet.

Devastation (Su) (requires 1 other succession technique): The devastator adds his

Charisma or Intelligence modifier (whichever applies) to damage when using a


Genjutsu or Ninjutsu technique, up to +1 per level or +10, whichever is lower. This
applies only in instances where an ability deals hit points damage, not ability
damage.

Intense Power (Su) (requires 2 other succession techniques): The devastator deals 3
dice extra damage when performing Chakra Control, Genjutsu and Ninjutsu
techniques, but only for the purpose of dealing damage.

Force of Nature (Su)


Once per day, the Devastator can activate this ability to become a vessel for
immense power for a short duration to regain chakra. He taps his reserves for
seemingly unlimited energy and can perform techniques without drawing from his
chakra pool or chakra reserves.

The Devastator is able to do so for 3 rounds. At the end of the encounter in which
this ability was used, the Devastator is exhausted for an hour. This ability cannot be
used while suffering from chakra depletion or while exhausted.

Explosion Corps
Prerequisites
Chakra Nature: Earth, Fire or Lightning
Skills: Acrobatics 8, Athletics 8, Lore (Demolitions) 4

Level Bab Fort Ref Will Special Defense


save save save

Proto-
Explosion
1st +0 +1 +1 +0 Style +0

2nd +1 +1 +1 +1 Evasion X +1

Enhanced
3rd +2 +2 +2 +1 Explosions +1
Expert
4th +3 +2 +2 +1 Demolitionist +2

Evasion X,
Greater
5th +3 +3 +3 +2 Demolitionist +2

Class Bonus Bonus


levels Chakra Reserve

1st 1 2

2nd 2 4

3rd 3 6

4th 4 8

5th 5 10

Proto-Explosion Style
Due to your familiarity with the techniques of Explosion style, you can through expert chakra
manipulation learn a single technique of the Explosion style, namely the Explosion Release:
Impromptu Scattering Flower below. This technique isn’t considered an explosive style,
rather it becomes an Earth, Fire or Lightning style, as chosen by you.

Evasion X
The Explosion corps member gains evasion. If he already has evasion he gains improved
evasion.

Enhanced Explosions
Any explosion engineered by a member of the explosion corpse packs a lot more power. Its
area is increased by 5ft and the DC to resist them increases by +1.

Expert Demolitionist
All your explosive style techniques, bombs of any kind or similar items deal an additional
point of damage per dice rolled.

Greater Demolitionist
Through rigorous training and studying about explosives, the area of any explosive executed
or set up by you is increased by one of the following as determined by you.
- Increased range with up to 15ft.
- Ignore 10 points of Hardiness.
- Ignore 5 points of Damage reduction.
- Increase the DC by +2.

Explosion Release: Impromptu Scattering Flower


Tags: Ninjutsu, Explosion Release
Lvl: 5 Rank: B-Class LDC: 23
Time: 1 Standard action
Components: H, M, C
Range: touch Duration: special
Saving Throw: Reflex half
Chakra Cost: 4, special

Effect: The user can through the use of this technique, enhance a single inanimate object
with unstable chakra causing it to behave much like a paper bomb. When this technique is
employed, the user chooses one of three applications.

Mine: The duration is 10 minutes/level and the act exactly like proximity paper bombs with
the option to link them.
Demolition: The explosive is charged with the purpose of tearing down structures or
obstructing objects. Such explosives deal double damage to structures and inanimate
objects, as well as bypassing 4 points of hardiness. The duration is 1 round/level after which
the explosive detonates
Bomb: The Explosive is meant to be thrown as a bomb, the duration is instant as the
explosive is thrown to be detonated immediately. This requires a ranged touch attack.

All variations deal 4d6 points of bludgeoning and fire damage with a 5ft burst area.

Gentle Fist
Prerequisites
Bab: +4
Skills: Taijutsu 4 ranks, Perception 4 ranks.
Feats: Taijutsu adept
Special: Must have reached mastery 3 in the Gentle Fist stance

HP: 6

Class Skills
The Gentle fists class skills are as follows.
Acrobatics, Athletics, Crafting, Diplomacy, Lore, Medicine, Perception, Survival, Chakra
Control, Taijutsu,
Skill Points at Each Level: 4 + Int modifier.

Level Bab Fort Ref Will Special Defens


save save save e

1st +1 +0 +1 +1 Gentle Arts +1


2nd +2 +1 +1 +1 Bloodline Feat +2

3rd +3 +1 +2 +2 Gentle Blow +3

Gentle Arts (Ex)


The Gentle Fist moves with the flow of battle, he does not push and struggle against it.He
may use his Wisdom modifier instead of his Strength modifier to modify his Taijutsu checks.

Bloodline Feat (Ex)


The Gentle Fist gains one of the following feats, disregarding prerequisites: All-around
Byakugan or Farsight

Gentle Blow (Ex)


The Gentle fist knows strength isn’t everything and therefore has learned to strike correctly
rather than forcefully. This allows him to add his Wisdom modifier to unarmed Melee attack
rolls and Taijutsu techniques DC instead of his strength modifier.

Hivemaster (Unfinished)
The hivemaster is a secret weapon of the Insect clans, often nicknamed "living hives`` Hive
Masters are hosts to a swarm of death and destruction.

Prerequisites
Skills: Nature 4 ranks, Perception 4 ranks.
Feats: Additional Swarm

HP: 6

Class Skills
The Hivemaster’s class skills are as follows.
Acrobatics, Athletics, Crafting, Diplomacy, Lore, Medicine, Nature, Perception, Survival,
Chakra Control, Ninjutsu,
Skill Points at Each Level: 4 + Int modifier.

Level Bab Fort Ref Will Special Defens


save save save e

Living Hive,
Destruction
1st +0 +0 +0 +1 Blast +1

Living Hive, For


2nd +1 +1 +1 +1 the Hive +2
Living Hive,
“Swarm of
3rd +2 +1 +1 +2 Doom” +2
Class Features
The following features pertain to the Hivemaster advanced class.

Living Hive
The hivemaster chooses one mutation every level from the table below. He cannot choose a
mutation twice. The following effects each increase in potency, for each swarm held inside
the Hivemaster
Mutation Effect
Mutation Effect

Endurance Hp

Sense + perception

Chitin + Nat ac

Hivemend Increase recover of HP and ability damage

Vermind Blood Immunity disease

Black Blood Immunity Poison

Insect Sense Blindsense 5ft

Destruction Blast
The hivemaster can throw a destruction blast as an attack action. The destruction blast
releases 1 symbiotic swarm from the hivemaster's body, which will return on his next
Turn. The destruction blast is a ranged touch attack that deals 1d6 points of slashing
damage per 4 character level (maximum 6d6), and can have an additional effect when using
a certain type of symbiotic swarm to deliver the attack

Swarm Type Additional Effect


Dokumushi Injury poison; Fort save DC 10+1 per damage die, 1d4 Dex/1d4 Dex
Flesh eating Destruction blast deals an extra 1d6 points of damage
Kikaichuu Destruction blast deals 1 chakra damage every 2 damage die

The swarm disperses after the destruction blast, reforms when it returns to the
hivemaster's body. It cannot be damaged outside the body. Destruction Blast is a
supernatural ability. The destruction blast has a range increment of 20 feet, and cannot
deal damage past 5 range increments.

For the Hive


The following feats will always figure in the Hivemaster's list of bonus feats: Black
Death, Bug Reserve, Greater Hivemind and Hivemind.
Swarm of Doom
The hivemaster's symbiotic swarms have a better swarm attack. All swarms gain a +1
bonus to damage per damage die during the swarm attack.

The kikaichuu swarm's chakra leech can also deal damage instead of only causing chakra
drain, but does not gain a bonus to damage. This damage depends on the size of the
swarm, and follows a reduced progression: – (no base damage), 1, 1d2, 1d3, 1d4, 1d6,
1d8, 2d6.

Hunter-nin
Prerequisites
Skills: Stealth 5 ranks, Survival 5 ranks.
Ability: Track

HP: 6

Class Skills
The Hunter-nin’s class skills are as follows.
Acrobatics, Athletics, Crafting, Deception, Intimidation, Lore, Perception, Performance
Stealth, Survival, Thievery, Chakra Control, Taijutsu, Genjutsu
Skill Points at Each Level: 4 + Int modifier.

Level Bab Fort Ref Will Special Defense


save save save

Ninja Hunter,
Sense Chakra,
Uncanny
1st +0 +1 +1 +1 Dodge X +1

Technique
Analysis,
2nd +1 +1 +1 +1 Evasion X +1

Technique
Counter,
Uncanny
3rd +2 +2 +2 +2 Dodge X +2

Disruptive
4th +3 +2 +2 +2 Strike +2

Greater
Technique
5th +3 +3 +3 +3 Counter +3
Bonus Chakra
The Hunter-nin gains a certain amount of bonus chakra and bonus reserve from taking
levels in this class. The amount of bonus chakra or chakra reserve gained is shown on the
table below. It is not influenced by ability scores, and is in addition to the standard amount
gained every level from gaining an additional hit dice.

The amount of bonus chakra or reserve doesn't stack, simply choose the appropriate value
based on the character's class levels. Multiple instances of Bonus Chakra and Reserve,
such as from various classes, do stack with each other.

Class Bonus Bonus


levels Chakra Reserve

1st 2 3

2nd 4 6

3rd 6 9

4th 8 12

5th 10 15

Ninja Hunter (Ex)


The Hunter-nin gains a +2 bonus to Deception, Intimidate, Perception, Survival checks
against Shinobi, a Shinobi is any character or creature with more than 2 ranks in Shinobi
skills. At 5th level this bonus increases to +4.

Sense Chakra (Su)


The Hunter-nin gains the ability to sense Chakra as the Chakra ability.

Uncanny Dodge X (Ex)


The Hunter-nin gains uncanny dodge, if he already has uncanny dodge he gains improved
uncanny dodge.

Technique Analysis
The Hunter-Nin gains a +4 bonus to analyse and identify Genjutsu and Ninjutsu Techniques.

Evasion X
The Hunter-nin gains the Evasion ability, if he already has the Evasion ability this ability
grants him Improved Evasion.

Technique Counter
The Hunter-nin gains the technique counter ability. After seeing an opponent use a
technique for the first time, he can attempt to make a check to identify it and, provided he is
successful, immediately make a special check to analyse and counter it.

The check is a Genjutsu or Ninjutsu Skill check, with a difficulty of the techniques level + 11.
A failed check prevents the Hunter-nin from using his technique counter ability on that
technique for the rest of the encounter.

On a successful check, the Hunter-nin gains a bonus to saving throws against repeated
instances of the technique equal to his Intelligence modifier, for the remainder of the
encounter.

Disruptive Strike
Anyone damaged by your Melee or ranged attacks takes a -4 penalty on attack rolls,
Combat Modifier Bonus rolls, Chakra resistance penetration rolls, and difficulty when
performing Genjutsu or Ninjutsu techniques. If your attack was a critical strike the target
must succeed at concentration check dc 10 + the damage you dealt, whenever using or
casting a Nin- or Genjutsu, or the technique fizzles.

Greater Technique Counter


The Hunter-nin gains his ultimate ability. After successfully using his technique counter
ability, the Hunter-nin can spend a standard action to instruct his allies in avoiding the
technique, granting a bonus equal to half his own bonus gained from Technique Counter, on
saves.

Natural Berserker
Prerequisites
Skills:
Ability:

Level Bab Fort Ref Will Special Defense


save save save

1st +1 +1 +1 +0 Natural Rage +1

Enhanced
2nd +2 +1 +1 +1 Transformation +2

Natural
3rd +3 +2 +2 +1 Juggernaut +2
Perfect Jinchuriki
While most bearers of the Chakra Beasts known as the Tailed Beasts live a pained and
isolating existence, a rare few of them manage to build up a rapport with their captive beast
and develop a relationship based on friendship or respect. These are known as Perfect
Jinchuriki as they seem able to call upon the beast's power whenever necessary.

Requirements
To qualify to become a Perfect Jinchuriki, a character must fulfill all the following
requirements
Skills: Deception 8 or Diplomacy 8, Chakra Control 8.
Feats: Monstrous Reserve, Iron Will,

HP
6

Class skills
The Perfect Jinchuriki’s class skills are as follows.
Acrobatics, Athletics, Diplomacy, Lore (Tailed Beasts), Nature, Survival, Chakra Control,
Ninjutsu, Taijutsu
Skill points at each level: 4+ Int modifier.

Level Bab Fort Ref Will Special Defense


save save save

1st +0 +1 +0 +1 Initial Contact +1

2nd +1 +1 +1 +1 Tailed Rapport +1

3rd +2 +1 +1 +2 Partial Transformation +1

4th +3 +1 +1 +2 Impressive Reserve +2

5th +3 +2 +2 +3 Complete +2
Transformation

Proficiencies
The Perfect Jinchuriki gains no additional proficiencies

Initial Contact
You’ve made the first step toward proper communion by showing your Ghastly
Residence respect and honesty. You no longer suffer the weakness of Ghastly
Frenzy, meaning that when you reach below 20% of your hit points you no longer
enter a Blind rage. However, when below 20% of your maximum hitpoint total you
may choose to enter the blind rage of Ghastly Frenzy it at will.

Tailed Rapport
You’ve established a respectful rapport with your Tailed-beast, thus eliminating the
Ruinous Depletion weakness. Additionally, the Perfect Jinchuriki can now enter the
Tailed-Beast Chakra Cloak by spending a move action, and 1 point of Monstrous
Reserve per round the cloak remains active. At level 4 the Perfect Jinchuriki can
spend 2 points per round of Monstrous Reserve to instead enter the Bloody Chakra
Cloak.

Partial manifestation
You have learned to call part of your Tailed Beast into the world, as an extension of your
own body. The Perfect Jinchuriki can now transform partially without entering into any of the
transformation states, this allows them to make use of the tailed-beasts natural attacks
without transforming, gaining 1/4th of the attribute bonuses gained from the Complete
Transformation with these attacks or when using these appendages to manipulate objects or
people. To manifest any of these appendages, the Perfect Jinchuriki must spend a Move
action and 1 point of Monstrous Reserve for every 2 rounds they keep it active.

Impressive Reserve
Your tailed beast passenger has agreed to grant you a little more of its power, thus
increasing your Monstrous Reserve. Your Monstrous Reserve is now calculated
using the following formula: 3 + Total Character Level + 1 per level in Perfect
Jinchuriki and the pool refreshes completely after a full rest.

Complete Transformation
You’re now a true Perfect Jinchuriki, giving you access to not only the Chakra of your
passenger but it’s form too. You gain access to your Complete Tailed-Beast transformation,
this costs 4 points of Monstrous Reserve per turn and takes a Standard action to enter into.
Additionally, the Perfect Jinchuriki learns the Jinchuriki Tailed Beast Ball but may only use it
during Complete Transformation.

Jinchuriki Tailed Beast Ball


Tags: Chakra Control, Ninjutsu, All Releases at once.
Lvl: 15 Rank: S-Class LDC: 37
Time: 1 Full-round Action
Components: C, M
Range: Long Duration: Instant
Saving Throw: Reflex partial
Chakra Cost: 20

Effect: The tailed beast ball is often considered the most devastating technique of the tailed
beasts, it is made up of a chakra ratio of 8:2 Positive Black Chakra and Negative White
Chakra. The User must gather and balance this chakra in their mouths, shape it into a
sphere and then fire it at a target. A Tailed Beast Balls, in spite of being pure Chakra, is
incredibly dense and weighs an astounding amount. This often leads to the ground cratering
underneath the user as he creates it.

A Tailed Beast ball explodes upon impact, in a 40 ft. radius burst that deals 14d8 points of
neutral damage which is not subject to reduction from resistances. A Tailed beast can
increase the damage, range and area of a Tailed Beast Ball by adding more chakra. For an
additional 2 points of Chakra the damage increases by 1d8, for 5 points of chakra the Area
burst increases by 5ft and for 5 additional points of chakra the range increases by 20%. A
Tailed Beast can spend at most 20 additional chakra to increase the numerical value of the
Tailed Beast Ball.

Phantom
Some Shinobi live their lives in the dark, working from the shadows with organizations like
Root, the ANBU or similar. Most of such Shinobi enter into such work from one of the many
specialized stealth paths like the Shade, the Shinobi agent or similar. However, some take to
the shadows through their mastery of elemental Ninjutsu or deadly Genjutsu. These Ninja
are the Phantoms.

Requirements:
To qualify to become a Phantom, a character must fulfill all the following criteria.
Skills: Perception 6 ranks, Stealth 6 ranks, Ninjutsu or Genjutsu 6 ranks.
Feats: Stealthy, Improved Initiative, one meta-chakra feat
Special: Must be able to Suppress Chakra.

Class Information
The following information pertains to the Phantom prestige class.

HP: 5

Class Skills
The Phantom's class skills are as follows.
Acrobatics, Athletics, Crafting, Deception, Intimidation, Lore, Perception, Performance
Stealth, Survival, Thievery, Chakra Control, Ninjutsu, Genjutsu
Skill Points at Each Level: 6 + Int modifier.

Level Bab Fort Ref Will Special Defense


Save Save save

+0 Darkened Path, Bonus


1st +0 +0 +1 Chakra, Sneak attack +1d6 +1

+1
2nd +1 +1 +1 Sudden Precision 2/day +1

+1 Covert Technique 1/day,


3rd +1 +1 +2 Sneak attack +2d6 +1
+2
4th +1 +1 +2 Sudden Precision 4/day +2

+2 Shrouded Chakra, Sneak


5th +2 +2 +3 attack +3d6 +2

+3 Covert Technique 2/day,


6th +2 +2 +3 Sudden Precision 6/day +2

7th +3 Sudden Death, Sneak


+2 +2 +4 attack +4d6 +3
Class Features
The following features pertain to the Phantom prestige class.

Bonus Chakra (Ex)


The Phantom gains a certain amount of bonus chakra and bonus reserve from taking
levels in this class. The amount of bonus chakra or chakra reserve gained is shown
on the table below. It is not influenced by ability scores, and is in addition to the
standard amount gained every level from gaining an additional hit dice. The amount
of bonus chakra or reserve doesn't stack, simply choose the appropriate value based
on the character's class levels. Multiple instances of Bonus Chakra and Reserve,
such as from various classes, do stack with each other.

Class Bonus Bonus


levels Chakra Reserv
e

1st 0 1

2nd 0 2

3rd 1 3

4th 2 4

5th 3 5

6th 4 6

7th 5 7
Darkened Path (Ex)
Phantoms enter the life of shrouded dealings from a variety of different paths in life, to
represent this a Phantom must choose whether to focus his studies on Ninjutsu or Genjutsu.
This choice will affect his abilities going forward and cannot be changed, once made.

Ninjutsu: The penalty to remaining hidden while employing Ninjutsu, reduces to -10 as long
as you employ ninjutsu that require an attack roll.

Genjutsu: If your genjutsu deals one-time damage on the initial hit, a flat-footed target or one
you flank, will suffer your sneak attack damage as part of the damage you deal.

Sneak Attack (Ex)


This ability functions as the Shinobi Agents sneak attack ability. If he can catch an opponent
when he is unable to defend himself effectively from his attack, he can strike a vital spot
for extra damage. Creatures immune to critical hits and sneak attacks, or who have
concealment, do not suffer extra damage.

This extra damage is 1d6 at 1st level, and it increases by 1d6 every odd-numbered level
thereafter. If the Phantom gains a bonus to sneak attack from another source, the bonuses
stack.

Sudden Precision (Su)


The Phantom can, Twice per day, designate a single Ninjutsu that requires an attack roll or
genjutsu that deals damage, as a Sudden precise attack. This attack benefits from sneak
attack damage, whether the target is flat-footed, flanked or not. This only works on targets
within 30 ft. You gain an additional two uses at levels 4 and 6.

Covert Technique (Su)


Once per day, the Phantom may choose to employ a single technique without having to
perform Hand signs or make eye contact. He simply wants the effect to happen and it does,
this allows him to perform a great number of techniques without taking a penalty to his
Stealth or being made in the middle of a crowded room. Jutsu requiring Ranged attacks,
likewise won’t seem to originate from him, but from any unoccupied square of his choosing,
within 15ft.

Shrouded Chakra (Su)


The Phantom gains the ability to completely shroud his chakra, effectively making him
undetectable to sensory ninja. More importantly this also hides him away from traps or
techniques made to sense the presence of living beings. This technique costs 5 Chakra
points to activate and lasts for one minute per Phantom level.

Sudden Death (Su)


Once per day, when employing Sudden Precision, the Phantom can designate his attack as
a Sudden Death move. If the target takes full damage from the effect used to trigger Sudden
Precision, the target must make an additional fortitude save equal to 17 + your Intelligence
or Charisma modifier. Failure on the check results in the target taking additional damage
equal to 10 x the level of the technique employed. Success means the target simply takes
3d6+7 additional points of damage. If your collective character level is 14 or above, you can
use this ability an additional time per day.

Sage
The sage is a master of Senjutsu, also known as Sage style or sage techniques. The Sage
is an expert in the channelling of nature chakra, and very closely bonded with his bonded
summon tribe.

Requirements
To qualify to become a sage, a character must fulfill all the following requirements
Skills: Chakra Control 8, Ninjutsu 8.
Feats: Sage’s wisdom and Blood pact, or True Natural Sage

HP
9.

Class skills
The sage’s class skills are as follows.
Acrobatics, Athletics, Craft, Diplomacy, Lore (Any), Nature, Survival, Chakra Control,
Fuinjutsu, Ninjutsu, Taijutsu
Skill points at each level: 6+ Int modifier.

Level Bab Fort Ref Will Special Defense


save save save

1st +1 +1 +1 +1 Sage's affinity, Bonus +1


Chakra

2nd +2 +1 +1 +1 Perfect sage, Sage +2


mode

3rd +3 +2 +2 +2 Nature Chakra surge +2

4th +4 +2 +2 +2 Improved Sage's +3


affinity

5th +5 +3 +3 +3 Master Sage +4

Sage’s affinity (ex)


Every sage is bound to a certain summon tribe, the utilisation of nature chakra strengthens
this bond and grants the sage extraordinary human capabilities that are individual to the
tribes. At 1st level the sage gains a +2 bonus to one of his ability scores, this ability score is
equal to the highest total points in the summons base Soldier form. At 4th level the Sage
gains a +2 to his own ability score, to the second highest ability of his summon tribe. For
instance a Sage of the Bear tribe gains a +2 bonus to strength at 1st level and a +2 bonus to
constitution at 4th level. A Natural Sage must still choose a summon tribe from which to gain
his bonuses. If there’s a tie, the Sage chooses between the available options.

Class Bonus Bonus


level Chakra Reserve

1st 1 4

2nd 3 8

3rd 5 12

4th 7 16

5th 9 20

Bonus Chakra
The Sage gains a certain amount of bonus chakra pool and reserve for taking levels in the
sage class. The amount of bonus chakra and reserve is shown in the following table,
however each level doesn’t stack with itself, instead the sage gains the indicated amount
appropriate for his level.

Perfect Sage (Ex)


The sage no longer takes Charisma damage from retaining Nature chakra, more over the
sage ‘s reserve of nature chakra no longer deteriorates over time. The Sage also now holds
1/3rd of his Chakra as nature chakra. For a Natural Sage, his Nature chakra pool increases
to 2/5th of his total pool.

Nature Chakra Surge (Su)


Once per day, as an immediate action, the character can absorb large amounts of nature
energy and quickly convert it into nature chakra, gaining 5 points of nature chakra.

Master Sage (Ex)


You have mastered natural energy and can thus constantly and passively absorb nature
chakra, in small fleeting moments of absolute stillness. You regain 1/10th of your total nature
Chakra pool per hour, passively. Moreover you refill 1/3rd of your nature chakra pool, every
10 minutes, during Sage Trance.

Sage Mode
Tags: Ninjutsu, Requires: Sage’s Affinity
Lvl: 8 Rank: A-Class LDC: 28
Time: 1 Move action
Components: C
Range: Personal Duration: Special, see text
Saving Throw: None
Chakra Cost: 0

Effect: To activate the Sage mode the user immediately pays 2 points of nature chakra.

This Technique lasts for as long as the user has the necessary nature chakra to fuel it, the
user must pay 1 point of nature chakra per turn for as long as he wishes to sustain the sage
mode.

While the sage mode is active the user doubles the ability bonus he gains from the sage’s
affinity and his Improved sage’s affinity, gaining a +2 bonus to hit and Dodge bonus to AC,
as well as any technique the user uses while the sage mode is active is affected as per
Empower Meta-chakra feat. Additionally, while in Sage Mode, the sage gains the ability to
passively Sense Chakra and their surroundings, with no action necessary to activate or
sustain the ability. The range of his Passive Sense Chakra is equal to 100 yards per
maximum of Nature Chakra pool. So, for a Sage with 10 Nature chakra, he could sense up
to 1000 yards around himself. Furthermore, while the sage mode is active, the user can fight
perfectly without the need for sight or sound, thanks to his ability to sense his surroundings,
letting him work without any penalty from being blinded or deafened.

As long as sage mode is active the user can block damage using his nature chakra, each
point of nature chakra paid blocks 2 points of damage.

Mastery:
At Mastery level 1, the sage pays their Nature Chakra up keep for this ability, every 2
rounds.
At Mastery level 2, increases the damage which can be blocked by 1 per point of Nature
Chakra spent.
At Mastery level 3, the Sage pays their Nature Chakra upkeep for this Technique, every 5
rounds.
At Mastery level 4, increases the damage which can be blocked by 1 per point of Nature
Chakra spent, to a total of 4.
At Mastery level 5, the Sage pays their Nature Chakra upkeep for this Technique, every 1
minute.

Shade
These shinobi work in the dark, and the sole focus of their ability is to kill swiftly without
requiring use of techniques of any sort. They are very sought-after in professions such as
ANBU or especially Hunter-nins, and tend to kill only with a purpose or to refine their
skills. Shades care little for defense, because their preys tend never to live long enough to
fight back, and they are never surprised.

Requirements:
To qualify to become a shade, a character must fulfill all the following criteria.
Skills: Perception 6 ranks, Stealth 6 ranks, Thievery 6 ranks.
Feats: Alertness or Stealthy, Improved Initiative.
Special: Must be able to Sense Chakra or Suppress Chakra.

Class Information
The following information pertains to the Shade prestige class.

HP: 7

Class Skills
The Shade's class skills are as follows.
Acrobatics, Athletics, Crafting, Deception, Intimidation, Lore, Perception, Performance
Stealth, Survival, Thievery, Chakra Control, Taijutsu, Genjutsu
Skill Points at Each Level: 5 + Int modifier.

Level Bab Fort Ref Will Special Defense


Save Save save

+0 Death Attack, Sneak attack


1st +0 +1 +0 +1d6 +1

+1
2nd
+1 +1 +1 Save against poisons +1 +1

+2 Shrouded chakra, Sneak


3rd +1 +2 +1 attack +2d6 +1

+3
4th
+1 +2 +1 Save against poisons +3 +2

+3
5th +2 +3 +2 Swift kill, Sneak attack +3d6 +2

+4
6th +2 +3 +2 Save against poisons +5 +2

7th +5 +2 +4 +2 Sure kill, Sneak attack +4d6 +3


Class Features
The following features pertain to the Shade prestige class.

Death Attack
If the shade studies his victim for 3 rounds and then makes a sneak attack with a melee
weapon that successfully deals damage, the sneak attack has the additional effect of
possibly either paralyzing or killing the target (shade’s choice).
While studying the victim, the shade can’t undertake other actions as his attention must
stay focused on the target.The death attack fails if the target recognizes the shade as an
enemy. If the victim of such an attack fails a Fortitude save (DC 10 + the shade’s
class level + the shade’s Int modifier) against the kill effect, it dies.
If the saving throw fails against the paralysis effect, the victim is rendered helpless and
unable to act for 1 round per level of the shade. If the victim’s saving throw succeeds, the
attack is just a normal sneak attack. Once the shade has completed the 3 rounds of study,
he must make the death attack within the next 3 rounds.
If a death attack is attempted and fails (the victim makes its save, or the attack misses) or
if the shade does not launch the attack within 3 rounds of completing the study, 3 new
rounds of study are required before he can attempt another death attack.
If the shade's death attack fails because of a failed save or a missed attack roll, save DC
against that victim decreases by 2, and an additional 2 every failure, for one day.

Sneak Attack
This ability functions as the Shinobi Agents sneak attack ability. If he can catch an opponent
when he is unable to defend himself effectively from his attack, he can strike a vital spot
for extra damage. Creatures immune to critical hits and sneak attacks, or who have
concealment, do not suffer extra damage.
This extra damage is 1d6 at 1st level, and it increases by 1d6 every odd-numbered level
thereafter. If the shade gains a bonus to sneak attack from another source, the bonuses
stack.

Poison Expert
The shade never risks poisoning himself when applying poison to a weapon.

Save against Poisons


The shade has a natural affinity with poison and gains a natural bonus to saving throws
against poisons. This bonus is +1 at 2nd level, and increases by +2 every even-numbered
Level.

Shrouded Chakra (Su)


The shade gains the ability to completely shroud his chakra, effectively making him
undetectable to sensory ninja. More importantly this also hides him away from traps or
techniques made to sense the presence of living beings. This technique costs 5 Chakra
points to activate and lasts for one minute per Shade level.

Swift Kill
Once per day, the Shade may choose a single target for his Death attack without the need of
studying her target for three rounds.

Sure Kill
The shade, if he misses on a death attack, may make an Intelligence based Concentration
check (DC 20). If the check is successful, he retains his attempt to a death attack until his
next successful sneak attack, so long as it happens within 3 rounds. This ability cannot be
used more than once against a given target during a single day.
Shinobi Summoner
The Shinobi summoners are Ninja adept at space-time ninjutsu of the summoning variety.
They specialize in forming bonds with Summoning tribes or ordinary animals and call them
into service.

Requirements
Skills: Ninjutsu 9
Feats: Tribal Pact (Signed), Dimensional Awareness
Special: Must have learned the Summoning Technique

HP: 5

Class Skills
Crafting, Deception, Intimidation, Lore, Medicine, Perception, Survival,Chakra Control,
Taijutsu, Ninjutsu, Genjutsu
Skill Points at Each Level: 4 + Int modifier
Level
Bab Fort Ref Will Special Defens
save save save e

Will of the
1st +0 +0 +0 +1 summoner +1

Might of the
2nd +1 +1 +1 +1 Summoner +1 +1

Expanded
Summoning
3rd +1 +1 +1 +2 +2

Might of the
summoner +2,
4th +2 +1 +1 +2 Ally Summoner +2

Pride of the
5th +2 +2 +2 +3 Summoner +3

Class Bonus Bonus


levels Chakra Reserve

1st 1 4

2nd 3 8
3rd 5 12

4th 7 16

5th 9 20

Will of the Summoner (Ex)


The summoner pays less chakra per level of each creature he summons: a soldier,
protector or guardian summoned creature costs 1 point less chakra per level of the
summon; a noble or champion summon costs 1.5 point less per level of the summon,
rounded down. Regardless of the amount reduced, the cost cannot be lowered by more
than half (a level 10 Lizard soldier would cost 8, not 5).

Might of the Summoner (SQ)


The summoner’s tether to his summoned creatures are stronger than with ordinary Shinobi.
Whenever he fights on the same battlefield as one of his summoned creatures. Both the
Summoner and the summon gains a moral bonus to attack, damage and skill checks equal
to the indicated amount.

Expanded Summoning (Ex)


The summoner can summon a total of 5 creatures, with no limit to their level, provided he
has the chakra to sustain them. Moreover, the summons of a summoner can go 50% longer
before their chakra decreases. As such a Soldier can stick around for 10 minutes before it’s
chakra goes down by one, now it’s 15 minutes.

Ally Summoner (Su)


By investing an ally with your chakra, one point per level of theirs, you prime them to be
summoned by your technique. An ally remains primed until brought to the caster using a
Summoning technique cast by the Summoner. It costs 5 points of Chakra to summon an ally,
using the summoning technique. This technique can only call an ally that’s within a 1 mile
radius.

Pride of the Summoner (Su)


Three times per day, the summoner can perform a Spacetime Ninjutsu with the summoning
tag with a performance time no longer than 1 full-round action as a standard action instead.
The Perform requirements are automatically met and performing the technique does not
provoke an attack of opportunity.

Additionally, this ability can be used to perform a spacetime ninjutsu technique with the
summoning descriptor as a quick action, providing the technique's ordinary performance
time is no longer than one standard action. The ability otherwise functions as described
above, but the summoner can only use this ability once per round if he seeks to quicken it.
Strategist

The Strategist is the man behind the curtain. He makes deadly plans to aid his
allies and bring his enemies down with terrifying swiftness and efficiency. The master
strategist works best with allies as his ability to make plans can empower them a
great deal, but he can be a force to be reckoned with on his own, given time.

Requirements:
To qualify to become a Strategist, a character must fulfill all the following criteria.
Skills: Lore (tactics) 6 ranks.
Feats: Combat Expertise.

HP: 6

Class Skills
The Strategist's class skills are as follows.

Acrobatics (Dex), Deception, Diplomacy, Intimidate, Chakra Control (Wis), Genjutsu


(Cha), Lore (Int), Ninjutsu (Int), Perception (Wis), Society (Int), Stealth (Dex),
Survival (Wis), Taijutsu (Str), Thievery (Dex)

Skill Points at Each Level: 8 + Int modifier

Level Bab Fort Ref Will Special Defense


Save Save save

1st +0 +1 +0 +1 Tactical Plan, Bonus Chakra +1

2nd +1 +1 +1 +1 Strategic Timing +1

3rd +1 +2 +1 +2 Swift Planning 1/day +2

4th +2 Declaration of War, tactical


+2 +1 +2 assessment +2

5th +2 Swift planning 2/day, Immediate


+3 +2 +3 planning +3

6th +3 +3 +2 +3 Tactical focus +3

7th +3 +4 +2 +4 Checkmate, Bonus feat +4


Tactical Plan (Ex)
As a full-round action, after at least 3 full rounds of combat, the Strategist can
develop a plan of action to handle any given situation during an encounter.

When creating the plan the Strategist makes a Lore (Tactics) check. The result of the
check provides the Strategist and allies with a circumstance bonus. A Strategist can’t
take 10 or 20 when making this check.

Check result Bonus


9 or lower +0 (check failed)
10–14 +2
15–24 +3
25–34 +4
35–44 +5
45+ +6

This bonus can be applied to all skill checks and attack rolls made by the Strategist
and his allies, but the bonus only lasts for the first 3 rounds after making the plan.
After that time, reduce the bonus by 1 point (to a minimum of +0) for every additional
round the situation continues, as the vagaries of circumstance begin to unravel even
the best-laid plans. To gain any bonus from this ability, your allies must be able to
hear you explain a plan.

Bonus Chakra
The Strategist gains a certain amount of bonus chakra and bonus reserve from
taking levels in this class. The amount of bonus chakra or chakra reserve gained is
shown on the table below. It is not influenced by ability scores, and is in addition to
the standard amount gained every level from gaining an additional hit dice.

The amount of bonus chakra or reserve doesn't stack, simply choose the appropriate
value based on the character's class levels. Multiple instances of Bonus Chakra and
Reserve, such as from various classes, do stack with each other.

Class Bonus Bonus


levels Chakra Reserv
e

1st 1 2

2nd 2 4

3rd 3 6
4th 4 8

5th 5 10

6th 6 12

7th 7 14

Strategic Timing (Ex)


Starting 2nd level, the Strategist may use his Intelligence modifier in place of his
Dexterity modifier to roll initiative.

Swift Planning
At 3rd and 5th level, the Strategist gains the ability to formulate a plan during combat
as per Tactical Plan ability, but at a -4 penalty. Using this ability is a standard action
that may provoke an attack of opportunity.

Declaration of War
The Strategist knows that the best way to end the fight is to start the fight himself.
The Strategist must be able to study the participants prior to combat for at least one
round. If he does this, he gains a free readied action that allows him to take either a
move or Standard action if either side takes a hostile action. This action is taken
before Initiative is rolled, therefore giving the Strategist the element of surprise.

Tactical Assessment
The Strategist has a keen eye to judge an enemy's strength. By observing an
individual or obstacle for at least 1 round, the Strategist can make a Lore (Tactics)
check (DC 20) A successful check reveals its strength compared to the Strategist or
a nearby creature or obstacle: stronger (higher level or hit dice), on par (same level
or hit dice) or weaker (lower level or hit dice).

Immediate Planning
The strategist can now formulate a plan during the first round of combat in an
encounter, this incurs a -6 penalty. Using this talent requires preparation; a
Strategist can’t use this talent when surprised or otherwise unprepared for a
particular situation. This talent cannot be used in conjunction with swift planning.

Tactical Focus
At 6th level, the Strategist selects a number of skills from his class list equal to 3 +
his Intelligence modifier. He may take 10 to any of those skills even when stress or
distractions would prevent it.
Checkmate
When the Strategist forms a plan during an encounter, he can invoke the Checkmate
ability while the plan bonus is still at its maximum. The Plan bonus is doubled for one
round, and creatures gain one-half the initial Plan bonus to techniques, spells,
powers and saves DCs, rounded down. After the Checkmate fades, the plan bonus
is reduced to 0.

This ability is a swift action and can be used once per day. All allies who can hear
the Strategist and that benefit from his initial Plan gain the bonus of Checkmate.

Bonus Feat
At 7th level, the Strategist gets a bonus feat.

Swordsman of the Hidden Mist


You have trained extensively to master one of the legendary 7 Ninja swords of the Hidden
Mist village, learning to overcome their individual weaknesses.

Requirements
Bab: +7
Skills: Taijutsu 9 ranks.
Special: Must own one of the 7 legendary Ninja swords of the mist and have spent a good
amount of time training with it.

HP: 10

Acrobatics, Athletics, Crafting, Deception, Intimidation, Lore, Perception, Performance


Stealth, Survival, Thievery, Chakra Control, Taijutsu, Ninjutsu, Genjutsu
Skill Points at Each Level: 4 + Int modifier.
Level
Bab Fort Ref Will Special Defense
save save save

1st +1 +1 +1 +0 Initial Mastery +1

Advanced
2nd +2 +1 +1 +1 Mastery +2

Legendary
3rd +3 +2 +2 +1 Mastery +3
Class Bonus Bonus
level Chakra Reserv
s e

1st 4 5

2nd 6 10

3rd 8 15

Initial Mastery (Ex)


Choose one of the 7 legendary swords of Kirigakure, with which you are proficient. You gain
the corresponding ability.
Hiramekarei, the Twin Edge: You completely ignored Hiramekarei’s weakness.
Kabutowari, the Shieldcrusher: You’re considered wielding light-melee weapons, when
fighting with both Shieldcrusher and Helmsplitter.
Kiba, the Thunder Blades: The character can treat any Kiba sword wielded in the offhand
as a light weapon for the purpose of Two-Weapon Fighting when wielding both
Kiba swords in combat simultaneously.
Kubikiriboucho, the Cleaving Blade: You no longer deal 1d6 points of damage to the
Cleaving blade on a miss, moreover the broken penalty to hit is only -2.
Nuibari, the Threading Needle: You can throw Nuibari up to a range of 20ft, using the thin
metal thread to recall it at the end of the round.
Samehada, the Monster Blade: The blade will never turn on you, nor steal chakra away
from you.
Shibuki, the Exploding Blade: Ignore Shibuki’s weakness.

Advanced Mastery (Ex)


Your level of mastery increases in your chosen blade, gaining you the corresponding ability.
Hiramekarei, the Twin Edge: Hiramekarei’s chakra cloak now lasts up to 3 rounds. You can
add additional properties by spending 2 additional chakra per property added, to a maximum
of 3 properties all in all.
Kabutowari, the Shieldcrusher: The crush power of Kabutowari ignores any deflection
bonus to Armor Class as well and deals quadruple damage to unattended objects and
structures. Any damage bonus gained from the Power Attack feat applied to the crush
power is doubled.
Kiba, the Thunder Blades: You can use dexterity instead of strength modifier for damage,
however your offhand weapon only deals one half, rounded down, of your dexterity modifier.
Kubikiriboucho, the Cleaving Blade: The throw power can target as many creatures with
Kubikiriboucho as the character could make attacks during a full-attack action with base
attack bonus alone. All attacks are made at the character's highest attack bonus, but suffer
a cumulative -5 penalty for each creature targeted after the first. No creature can be
targeted twice.
Nuibari, the Threading Needle: Nuibari can affect up to two creatures in a round.
Samehada, the Monster Blade: The blade now drains an amount of chakra on every hit
equal to 1d4 points.
Shibuki, the Exploding Blade: The wielder no longer takes damage from Shibuki’s
explosions.

Legendary Mastery (Ex)


Your level of mastery in your chosen blade is legendary, gaining you the corresponding
ability.
Hiramekarei, the Twin Edge: You’re chakra is completely in tune with Hiramekarei,
allowing you to store 5 points of chakra per character level, within the blade. Additionally,
you can withdraw chakra from the blade, at a ratio of 2 to 1.
Kabutowari, the Shieldcrusher: You ignore Kabutowari’s weakness.
Kiba, the Thunder Blades: Any lightning damage dealt with Kiba as the conductor, ignores
Lightning resistance. Lightning immunity, however, halves Lightning damage.
Kubikiriboucho, the Cleaving Blade: You no longer take a penalty wielding the Broken
Kubikiribocho. Moreover you heal your blade of 100% of the damage you deal.
Nuibari, the Threading Needle: The stitching power of Nuibari affects all creatures
attacked in a round. When the character makes a grapple check to deal damage, all
grappled creatures must defend against the attempt.
Samehada, the Monster Blade: Merge You can merge with the sword Samehada,
becoming a terrible shark-like creature. You gain +6 bonus to Strength and Constitution, +4
Natural armour bonus. A bite attack that deals 4d6 + 1½ time strength and two claw attacks
that deal 2d8+strength. You also gain Samehada’s Chakra Leech, Sense Chakra and Wrath
ability.
Shibuki, the Exploding Blade: The user can make an Explosive slam attack, smashing the
sword's explosive side into the ground, dealing 15d6 points of Fire and Bludgeoning damage
to anyone in a 20ft burst. A Reflex save DC 10+Base attack bonus halves this damage. This
attack costs 10 charges.

Technin

Prerequisites
Fortitude: +4
Skills: Chakra Control 4 ranks.
Feats: Mechanical Adept

Level Bab Fort Ref Will Special Defens


save save save e

Optimized
1st +0 +2 +2 +0 Communication +1

Seamless
2nd +1 +3 +3 +0 Integration +1
3rd +2 +3 +3 +1 Perfect Cyborg +2

Optimized Communication
Thanks to optimized internal wiring, you reduce the Chakra cost of activating any ninja tool
by -1. At level 3 in this class, this reduction increases to -3.

Seamless Integration
Thanks to you training your body to withstand foreign objects within it, by allowing your
chakra to seamlessly flow through it you do not suffer the usual penalties of Integrated
Mechanical Ninja tools

Perfect Cyborg
As your body improves and masters the Integrated Mechanical Ninja Tools, you become
more adept at channeling your chakra towards the objects in your body. This allows you to
add two additional units above your normal limit. Additionally, any ninja tool that requires a
roll to hit, that you use, gains +1 to hit.

Technique Analyst
The technique analyst believes that not all that relates to chakra manipulation is fixed. He
is adept at manipulating his own energy outside of his body to add mystifying effects to
the simplest of techniques, and predicting the effects of a certain technique the moment it
is used.

Requirements:
To qualify to become a technique analyst, a character must fulfil all the following
criteria.
Skills: Chakra Control 6 ranks, at least 3 ranks in any 2 of the following skills:
Genjutsu, Ninjutsu or Taijutsu.
Feats: Any 2 meta-chakra feat.

Class Information
The following information pertains to the Technique Analyst prestige class.

Hit Points: 6

Class Skills
The Technique Analyst's class skills are as follows.
Acrobatics (Dex), Chakra Control (Wis), Diplomacy (Cha), Fuinjutsu (Wis), Genjutsu
(Cha), Lore (Int), Medicine (Wis), Ninjutsu (Int), Perception (Wis), Society (Int)
Skills per level: 4+int modifier
Level
Bab Fort Ref Will Special Defense
save save save
Meta-Chakra
specialization,
1st +0 +0 +0 +1 Bonus Chakra +1

Chakra Theory,
2nd +1 +1 +1 +1 Bonus Feat +1

Meta-Chakra
3rd +1 +1 +1 +2 specialization +2

4th +2 +1 +1 +2 Bonus Feat +2

Meta-Chakra
specialization,
Meta-Chakra
5th +2 +2 +2 +3 Application +3
Class Features
The following features pertain to the Technique Analyst prestige class.

Meta-Chakra Specialization
At 1st, 3rd and 5th level, the Technique Analyst gains a specialty in any meta-chakra feat.
The specialty comes into play any time the analyst applies a meta-chakra feat to a technique
or spends a meta-chakra charge to activate an ability it may grant, and varies from one feat
to another. Specializations do not stack and cannot be taken twice. The analyst must have
taken the meta-chakra feat to specialize in it. Some specializations have requirements, and
they are specified parenthetically.

- Adept Puppeteer: When reanimating a puppet in this manner, you ignore any penalties the
puppet incurs for previous defeats for 1 round.

- Blurstrike: This feat can be used up to 5 times per encounter.

- Concealed Technique (any 1 meta-chakra specialization): The perform requirements


increases by 3 instead.

- Efficient Technique: The cost is reduced by an additional 10%, for a total of 60% reduction..

- Empower Summoning: The summoned creature gains an additional 1d8 hit points.

- Empower Technique (any 1 meta-chakra specialization): The chakra cost increases only by
3 plus 1 every 2 ranks (round up, no higher than the technique's rank).

- Enlarge Technique: The technique's perform requirements do not increase.

- Extend Technique: The technique's perform requirements do not increase.

- Flawless Form: The chakra cost increases only by 1 every 3 ranks (round up).
- Heighten Technique (any 1 meta-chakra specialization): The technique can be heightened
by up to 7 level instead of 5.

- Hidden Gaze: The technique can be delivered even when blinded, but blind creatures are
still immune.

- Improved Avoidance: The analyst gains a +4 bonus to checks made with avoidance and
defensive maneuvers when using this feat.

- Maximize Technique (any 2 meta-chakra specialization): The chakra cost increases only
by 1 per rank.

- One-Man Army: The analyst can spend an additional meta-chakra charge to reduce the
damage taken when creating a clone by 1 (minimum 1).

- Protective Technique: The protection lasts for 2 rounds rather than 1.

- Supercharged Technique (any 1 meta-chakra specialization): The chakra cost increases


only by 1 every 2 ranks (round up).

- Underhanded Technique (any 2 meta-chakra specialization): The chakra cost increases by


1 every 2 ranks only.

- Widen Technique (any 1 meta-chakra specialization): The technique's perform


requirements do not increase.

Chakra Theory (Ex)


The technique analyst counts his Ninjutsu or Genjutsu skill rank as one higher, when
learning techniques. Chosen when this ability is acquired

Bonus Chakra
The Technique Analyst gains a certain amount of bonus chakra and bonus reserve from
taking levels in this class. The amount of bonus chakra or chakra reserve gained is shown
on the table below. It is not influenced by ability scores, and is in addition to the standard
amount gained every level from gaining an additional hit dice.
The amount of bonus chakra or reserve doesn't stack, simply choose the appropriate value
based on the character's class levels. Multiple instances of Bonus Chakra and Reserve,
such as from various classes, do stack with each other.

Class Bonus Bonus


levels Chakra Reserve

1st 1 4

2nd 3 8
3rd 5 12

4th 7 16

5th 9 20

Meta-Chakra Application (Su)


Once per encounter, the Technique Analyst can use this ability to one of the two
following ways:
- Negate the need to spend a meta-chakra charge when applying a meta-chakra feat
to a single technique.
- Spend double the required amounts of meta-chakra charges when applying a meta-
chakra feat to a single technique and spend only half the modified chakra cost after
applying the meta-chakra feat (minimum 1).

Trapsmith

Prerequisites
Skill: Craft 8 ranks, Stealth 8 tanks

HP: 6

Class Skills

The Trapsmith's class skills are as follows.

Acrobatics, Deception, Lore (Traps), Perception, Society, Stealth, Survival, Thievery,


Genjutsu

Skill Points at Each Level: 4 + Int modifier.

Level Bab Fort Ref Will Special Defens


save save save e

Traps,
Trapfinding,
1st +0 +0 +1 +0 Trapsense +0

2nd +1 +1 +1 +1 Expert Trap +2 +1


3rd +2 +1 +2 +1 Launch Trap +1

4th +3 +1 +2 +1 Expert Trap +3 +2

Empowered
5th +3 +2 +3 +2 Trap +2

Trapfinding (Ex)
You gain a passive sense to detect traps, you don’t ever have to search for traps. Instead
you are allowed to roll perception when within 30ft and line of effect of a trap. Moreover you
gain a bonus to perception checks to detect traps equal to your Trapsmith level.

Trapsense (Ex)
You gain a bonus to Armor class and Saves versus traps equal to your trapsmith level.

Traps (Ex)
The Trapsmith learns to create traps in a hurry, he learns the Snare trap plus one per
intelligence modifier as well as 2 traps per Trapsmith level after that. He can craft a number
of traps equal to 2 per level plus his intelligence modifier. Crafting and placing a trap takes
one full-round action. The DC to resist a trap is equal to 10 + ½ the Trapsmith’s total
character level + his intelligence modifier.

Launch Trap (Ex)


At 3rd level, a trapper can affix a trapsmith trap to an arrow, crossbow bolt, or thrown
weapon, allowing her to set the trap remotely or use it as a direct attack. Attaching the trap
to the projectile is part of the full-round action of creating a new trap. The trapped projectile
is fired or thrown in the normal manner. If fired at a square, the trap is treated as if the
trapsmith had set the trap in that square as normal. If fired at a creature, the target takes
damage from the ranged weapon and is treated as if it had triggered the trap (saving throw
applies, if any). The attack has a maximum range of 60 feet, and range increments apply to
the attack roll. The duration of the trapped projectile starts from when it is created, not from
when it is used.

Expert Trap (Ex)


The trapsmith’s traps are expertly crafted as such their DC or bonus to hit increases by the
indicated amount. This counts for traps he has created through his Traps ability or through
his own use of the craft skill.

Empowered Trap (Ex)


All of the Trapsmith’s traps are empowered, dealing 50% increased damage and have their
triggering area as well as area of effect increased by 5ft.

_________________________________________________________________________
Acid Trap
Effect: The target is splattered with acid, taking a number of points of acid damage equal to
1d6 + 1d6 perTrapsmith level to the triggering creature (Reflex negates).

Alarm Trap
Effect: When the trap is triggered, it also creates a momentary loud noise, anyone within 60
feet of the alarm can hear it clearly, Reducing the distance by 10 ft. for each interposing
closed door and by 20 feet for each substantial interposing wall. In quiet conditions, the
ringing can be heard faintly as far as 180 feet away. The alarm rings for 2 rounds.

Bleeding Trap
EffecT: This trap can only be added to a Wounding trap. The triggering creature takes 1d4
points of bleed damage. This bleed damage can be cured by any application of Healing
Ninjutsu or a Medicine check with a DC of 15 + the Trapsmith’s class level.

Bludgeoning Trap
Effect:The trap bludgeons the creature that triggers it. The trap makes an attack with a
bonus equal to the Trapsmith’s character level + his Intelligence bonus. The triggering
creature is denied its Dexterity bonus to AC if it was unaware of the trap. If the trap hits, it
deals 1d6 points of bludgeoning damage for every class level the Trapsmith possesses
(minimum 2d6). If it’s an extraordinary trap.

Burning Trap
Effect: A Trapsmith can only add this to a fire trap. If the triggering creature fails its Reflex
save, it catches on fire, taking 1d6 points of fire damage at the start of its turn for 1d4
rounds. The burning creature can attempt a new save as a full-round action. Dropping and
rolling on the ground grants a +4 bonus on this save.

Decoy Trap
Effect: The trap creates a shadowy humanoid figment that appears to move away from the
triggering creature or that follows a simple program of no more than 25 words defined by the
Trapsmith at the time when the trap is set. Unless programmed otherwise, the figment
appears 60 feet away from the triggering creature or as close to that distance as possible,
and then moves away toward the nearest exit, if any. The figment can move up to 60 feet
per round. A viewer can attempt a Will save or a Perception check to disbelieve the Genjutsu
if she attacks it or otherwise interacts with it. The Will save DC to disbelieve the illusion is the
same as the DC to avoid the trap; the DC of the Perception check to disbelieve the illusion is
equal to 5 + the DC to avoid the trap.

Dirty Trick Trap


Effect: If the triggering creature fails its saving throw against the trap or is struck by the
trap’s attack, the trap also attempts a dirty trick combat maneuver against the triggering
creature. The type of dirty trick is chosen when the trap is created, and if it isn’t possible or
isn’t applicable to the triggering creature, the combat maneuver is wasted. The trap’s CMB
for the dirty trick is equal to the Trapsmith’s character level + his Intelligence modifier.

Distraction Trap
Effect: The target is affected with irritation that detracts from its alertness. It takes a –2
penalty on Perception checks, initiative checks, and Reflex saves for 10 minutes per
Trapsmith level.

Exploding Tag Trap


Effect: A Trapsmith can only add this to a fire trap. The trap explodes in fire, filling all
squares adjacent to the trap and dealing a number of points of fire damage equal to 1d6 +
1d6 per the Trapsmith's class level (Reflex negates).

Fire Trap
Effect: The trap explodes in flames, dealing a number of points of fire damage equal to 1d6
+ 1d6 the Trapsmith's class level to the triggering creature (Reflex negates).

Firework Trap
Effect: A Trapsmith can add this augmentation to a fire or smoke trap. The trap explodes in
a flash of colored lights. All creatures within 10 feet must succeed at a saving throw
(Fortitude) or be blinded for 1d4+1 rounds.

Freezing Trap
Effect: The trap creates a burst of ice that damages and encases the triggering creature.
The creature takes 1d3 points of cold damage + 1d3 per Trapsmith's class level and is
entangled and stuck to the ground, similar to the effect of a tanglefoot bag. A successful
Reflex save halves the damage and means the creature is not stuck to the floor by the ice.
The ice is 1 inch thick per 2 Hit Dice of the Trapsmith (minimum 1), has hardness 0 and 3 hit
points per inch of thickness, and melts in 2d4 rounds.

Infected Snare Trap


Effect: A Trapsmith can add this only to a snare trap. The snare is made of diseased
materials, which contain an aggressive blight that saps the energy and bodily health from the
target creature. When initially caught in the snare, the trapped creature must succeed at a
Fortitude saving throw or immediately take 2 points of Constitution damage. Each
subsequent hour, the creature must succeed at a Fortitude saving throw or take 2 points of
Constitution damage. This effect lasts for 12 hours or until the creature makes two
successful saving throws in a row, whichever comes first. This is a poison effect.

Limning Trap
Effect: This trap sprays glowing dust into the trapped square and all adjacent squares. A
creature covered in this dust glows like a candle (becoming visibly outlined if invisible) and
takes a -20 penalty on Stealth checks. The dust’s effects last for 1 round per Trapsmith level
or until the creature washes it off (a move action requiring water or some other cleanser).

Marking Trap
Effect: If the triggering creature fails its save against the trap, it is marked with a dye and/or
scent of the Trapsmith's choosing. A scent mark decreases the DC of tracking the marked
creature by scent by 4. The mark can be washed off with vigorous scrubbing, but fades on
its own over several days.

Oversized Barbs
Effect: The target is speared with barbs that penetrate and protrude from its body, making
squeezing, climbing, and swimming challenging. The trap implants 1d4+1 barbs, each
dealing 1 point of damage. A successful Reflex save halves the number of barbs. The target
takes a penalty on Climb checks and Swim checks, as well as suffers 10% technique failure
on techniques with a mobile component, equal to the number of barbs attached, and is
considered one size category larger for the purposes of determining what size of opening or
passageway it must squeeze through as long as at least 1 barb remains attached. Each barb
can be removed with a full minute of work and a Heal check that equals or exceeds the
trap’s DC. If this check fails, the barb is still removed but the target takes 1d4 points of
damage. The barbs shake loose harmlessly after 10 minutes per Trapsmith level.

Penetrating Trap
Effect: A Trapsmith can only add this to a wounding trap. The damage die of a penetrating
trap increases to 1d8. The trap counts as Chakra Infused for the purposes of overcoming
damage reduction.

Pit Trap
Effect: This simple pit is covered over with leaves or appropriate materials for the area. It’s 5
feet deep plus 5 feet for every Trapsmith level. A victim that succeeds at a Reflex save
doesn’t fall into the pit.

Poison Trap
Effect: The trap poisons the creature that triggers it. The poison deals 1d2 Con damage per
round for 6 rounds. A fortitude save negates the initial poisoning, a target is allowed one
save per round to be cured of the poison.

Rusting Trap
Effect: The trap throws up a cloud of rusting dust, dealing 1d4 points of damage to the
target’s metal armor and weapons. A Trapsmith may increase the damage by 1d4 point for
each additional daily use of his trap ability he spends when creating this trap. A successful
Reflex save negates this damage.

Selective Trigger
Effect: The Trapsmith adds a Chakra nature, genetic type (Such as Dojutsu Kekkei Genkai),
or minimum weight restriction to the trap’s trigger.

Sleet Trap
Effect: The detonating trap creates a 20-foot-radius burst of sleet with the effects of a sleet
storm. Driving sleet blocks all sight (even Darkvision) within it and causes the ground in that
area to be icy. A creature can walk within or through the area of sleet at half normal speed
with a DC 10 Acrobatics check. Failure means it can’t move in that round, while failure by 5
or more means it falls. The sleet extinguishes torches and small fires. The driving sleet lasts
for 1 round, but the icy ground persists for 1 round per Trapsmith level.

Smoke Trap
Effect: This trap bellows out thick, choking smoke that fills the trapped square and all
adjacent squares. Any breathing creature in these squares must succeed at a Fortitude
saving throw or take a -4 penalty to Strength and Dexterity every round it’s within the smoke
and for 1d4+1 rounds after leaving the smoke. All sight, even darkvision, is ineffective in or
through the smoke. The smoke lasts for 1 round per Trapsmith levels, and is dispersed by
wind as a fog cloud.
Snare Trap
Effect: The trap constricts around a limb or other part of the triggering creature's body
(Reflex avoids). The creature cannot move from the location of the trap, unless the
Trapsmith included a “leash” when setting the trap, in which case the creature is limited to
the length of the leash. The trapped creature can escape with an Escape Artist check (DC
equal to the trap's DC+5) as a full-round action. The trap or its leash has a number of hit
points equal to the Trapsmith's level time 8, or can be burst as a full-round action with a DC
25 Strength check. The trap can hold up to a Medium creature; each extra daily use of the
Trapsmith's trap ability spent when the trap is set increases the maximum size of creature
the trap can hold. At the Trapsmith's option, if there is a tall object or structure nearby, she
can have the trap lift the creature.

Swarm Trap
Effect: The trap releases a bat swarm, rat swarm, or spider swarm or other insect swarm
that attacks all creatures in the area. The swarm remains in the general area for no longer
than 1 round per Trapsmith level, after which it disperses. The trapsmith must have access
to an insect swarm, for instance through the Aburame techniques or through Summoning.
The Trapsmith could also simply supply the swarm, by capturing the creatures as he
prepares the trap. This, however, presents it own problems.

Tar Trap
Effect: The target is coated in a thin layer of sticky tar unless it succeeds at a Reflex save. It
is entangled, and becomes susceptible to catching fire from any source of flame. If lit on fire,
the tar burns intensely for 1 round per trapsmith level; it deals 2d6 points of fire damage and
is destroyed in the process. Unless burned away, the tar remains for 1 minute per Trapsmith
level.

Toxic Fumes Trap


Effect: A Trapsmith can add this to a smoke trap. The smoke this trap creates is extremely
noxious. Any breathing creature must succeed at a Fortitude saving throw (in addition to the
Fortitude save for the smoke trap) or be nauseated every round it’s within the smoke and for
1d4+1 rounds after leaving the smoke.

Tripwire
Effect: A taut wire stretched between two vertical surfaces knocks the target prone unless it
succeeds at a Reflex save. A running or charging creature takes a –6 penalty on its save.

Wounding Trap
Effect: This trap makes a melee attack against the target using the Trapsmith’s base attack
bonus + his Intelligence modifier for the attack roll. It deals an amount of damage equal to
1d6 + 1d6 per Trapsmith level. The Trapsmith chooses whether this damage is bludgeoning,
piercing, or slashing.
Feats
Class Feats

Additional Direction
You have learned a new Direction
Prerequisites: Character level 2
Benefit: You can choose an additional Direction for your base class.

Extra Direction Talent


You’ve learned an additional Direction Talent
Prerequisites: Character level 2
Benefit: You can choose a Direction Talent

Extra Expertise
Your increased expertise allows for added ability.
Prerequisites: Taijutsu Expertise or Genjutsu Expertise class ability
Benefit: You gain an additional Taijutsu or Genjutsu Expertise ability.

Extra Puppetry Tricks


You’ve learned an additional Puppetry Trick
Prerequisites: Advanced Puppetry ability
Benefit: You gain an additional Puppeteer Trick

Endurance Feats

Endurance
Harsh conditions or long exertions do not easily tire you.
Benefit: You gain a +4 bonus on the following checks and saves: Athletics checks made to
resist nonlethal damage from exhaustion; Constitution checks made to continue
running; Constitution checks made to avoid nonlethal damage from a forced march;
Constitution checks made to hold your breath; Constitution checks made to avoid
nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage
from hot or cold environments; and Fortitude saves made to resist damage
from suffocation. You may sleep in light or medium armor without becoming fatigued.
Additionally, you can be reduced to dying 5 before you perish.
Normal: A character without this feat who sleeps in medium or heavier armor is fatigued the
next day.

Diehard
You are especially hard to kill. Not only do your wounds automatically stabilize when
grievously injured, but you can remain conscious and continue to act even at death’s door.
Prerequisite: Endurance.
Benefit: When you hit 0 and should begin dying, you can choose to remain active but you’re
staggered. Every turn you act, you automatically increase your dying condition by 1.
Normal: A character without this feat who is reduced to 0 hit points, falls unconscious.

Toughness
You have enhanced physical stamina.
Benefit: You gain +6 hit points. For every Hit Die you possess beyond 3, you gain an
additional +2 hit point. If you have more than 3 Hit Dice, you gain +2 hit points whenever
you gain a Hit Die (such as when you gain a level).

Light Sleeper
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Prerequisites: Endurance
Benefit: You can choose to only sleep 4 hours during an extended rest, this fully recovers
you from fatigue and exhaustion as per usual. However you only heal half the amount of
hitpoints and regain half the amount of chakra as you ordinarily would have. Light sleeping
does not recover ability damage. Moreover the character takes only a -2 penalty to
perception checks while Light sleeping.

Mobility Feats

Fleet
You are faster than most.
Benefit: While you are wearing light or no armor, your base speed increases by 5 feet. You
lose the benefits of this feat if you carry a medium or heavy load.
Special: You can take this feat multiple times. The effects stack

Nimble Moves
You can move across a single obstacle with ease.
Prerequisites: Dex 14.
Benefit: Whenever you move, you may move through 5 feet of difficult terrain each round as
if it were normal terrain. This feat allows you to take a 5-foot step into difficult terrain.

Run
You are swift of foot.
Benefit: When running, you move five times your normal speed (if wearing medium, light, or
no armor and carrying no more than a medium load) or four times your speed (if wearing
heavy armor or carrying a heavy load). If you make a jump after a running start (see the
Acrobatics skill description), you gain a +4 bonus on your Acrobatics check. While running,
you retain your Dexterity bonus to your Armor Class.
Normal: You move four times your speed while running (if wearing medium, light, or no
armor and carrying no more than a medium load) or three times your speed (if wearing
heavy armor or carrying a heavy load), and you lose your Dexterity bonus to AC.

Saving Throw Feats

Great Fortitude
You are resistant to poisons, diseases, and other maladies.
Benefit: You get a +2 bonus on all Fortitude saving throws.
Iron Will
You are more resistant to mental effects.
Benefit: You get a +2 bonus on all Will saving throws.

Lightning Reflexes
You have faster reflexes than normal.
Benefit: You get a +2 bonus on all Reflex saving throws.

Improved Great Fortitude


You can draw upon an inner reserve to resist diseases, poisons, and other grievous harm.
Prerequisites: Great Fortitude.
Benefit: Once per day, you may reroll a Fortitude save. You must decide to use this ability
before the results are revealed. You must take the second roll, even if it is worse.

Improved Iron Will


Your clarity of thought allows you to resist mental attacks.
Prerequisites: Iron Will.
Benefit: Once per day, you may reroll a Will save. You must decide to use this ability before
the results are revealed. You must take the second roll, even if it is worse.

Improved Lightning Reflexes


You have a knack for avoiding danger all around you.
Prerequisites: Lightning Reflexes.
Benefit: Once per day, you may reroll a Reflex save. You must decide to use this ability
before the results are revealed. You must take the second roll, even if it is worse.

Force of Personality
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Prerequisites: Cha 16
Benefit: You may use your Charisma modifier to calculate your will save bonus rather than
Wisdom.

Insightful Reflexes
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Benefit: You can use your intelligence modifier to calculate reflex saves, rather than your
dexterity modifier.

Surgery Feat

Surgery Expert
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Prerequisite: Lore (life science) 6 ranks, Medicine 6 ranks
Benefit: You have extensive knowledge of the human body that allows you to perform
extensive surgery or an autopsy on a dead subject. Autopsy allows you to determine not
only the cause of death, but also reveals much of a body's secrets.
Forensics
Performing an autopsy requires 1 hour and can only be done on subjects of your own type.
Every 3 ranks beyond 6, you may learn to perform an autopsy on one additional type. The
first hour allows you to make one use of Surgery Expert feat, and every hour after that allows
for an additional use, up to a maximum of 1 hour per point of the dead subject's former
Constitution score; afterwards, the body becomes useless. The DC of the forensics' use
depends on the use you make of it, and is always a Lore (life science) check, unless
specified otherwise.

Cause of Death (DC 15): You are able to determine the nature of the killing blow delivered
on the subject. Viable examples include: mental trauma (possibly through genjutsu),
poisoning, disease, hemorrhaging (also reveals the nature of the damage), or chakra coil
damage.

Examination (DC 18): You are able to determine all types of poisons and diseases the
subject had been subjected to in the last 14 days before its passing, plus 1 day per point you
exceed the DC by.

Condition (DC 20): You are able to determine the subject's maximum hit points and chakra
pool, level, advanced bloodline and elemental affinities.

Enhancements (DC 25): You can determine whether or not the subject had taken shinobi
drugs, analyze and catalog their effects. Further analysis may reveal the components used
in the drug, at the GM's discretion.

Specialization (DC 28): You are able to determine one of the following: what the subject's
Strength, Dexterity or Constitution (choose one) scores were before its passing, minus all
enhancement bonuses, or the types of technique it utilized the most (Chakra Control,
Genjutsu, Ninjutsu or Taijutsu; if ninjutsu or taijutsu, specify the subtype, if any).

Necromancy (Medicine DC 30): Another use of forensics is the ability to put a body back
together no matter how mangled it was, assuming no body parts are missing. If any body
parts are missing, necromancy cannot be performed. The body, when pieced back together,
may be used to perform an autopsy upon for 1 hour, plus 1 hour every 5 points you beat the
DC by. This is generally the task of several medics aiding one another. Necromancy cannot
be retried.

Kekkei Genkai Genetics (DC 32): You can perform a quick analysis of the targets genes, to
recognize any Advanced Chakra natures or Bloodlines native to the body. This can be
performed on live subjects too. Body modification and Healing Body modifications and
Healing usually takes an hour of time in surgery, you can only perform surgery on targets
with an anatomy familiar to your own. See Forensics for more details.

Bodypart Retrieval (DC 15): The Character is able to retrieve and store a specific body part,
ensuring it won't decompose or spoil.

Surgical Healing (DC 20): You perform surgery to deal with the worst of the characters ails,
healing it for 5d6 points of damage and 1d6 points of ability damage, plus an additional 5d6
points of hit point damage and 1d6 points of ability damage once every two days over the
course of the following week as the target recovers.

Grafting (DC 25): The character is capable of grafting on another body part in place of an old
or damaged one, this is often used to transplant arms, hands, legs and feet, eyes or more.
The character takes a -2 penalty using the new body part for a week after surgery. This
heals all ability damage associated with the missing limb.
Plastic Surgery
Basic modifications (DC15): You can change the colour of someones hair, their nails, their
posterior and chest area, nose and lips, eye-lids and other facial structure.

Large Modifications (DC 20): You can now change eye colour, up to an inch in height, few
pounds of weight and posture and skin colour.

Complete Body Transformation (DC 25): You’re now able to make a body look exactly like
someone else, this grants a +20 bonus on Deception checks to appear as someone else.

A character with ranks in Medicine or Lore (life science) may aid a character perform
forensics or surgery, but a character with Surgery expert cannot aid another character
perform an autopsy or surgery without the feat.

A character without a Disposal/Forensics Kit suffers a -4 penalty to checks made during


autopsy.

Miscellaneous Feats

Mechanical Adept
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Prerequisites: Lore (Technology) 3
Benefit: You no longer pay double Chakra cost, when you activate scientific ninja tools.

Strong Nose
Thanks to your close connection to some of the predators of nature, you’ve developed an
extremely keen nose.
Prerequisites: Wisdom 12, Nature 6 ranks and either Ninken Companion or Tribal pact with
a Tribe that has scent
Benefit: You gain the scent ability, and can now track using scent.

Combat Feats

Weapon Proficiency

Archaic Weapon Proficiency (Combat)


You are skilled at using Archaic weapons.
Prerequisite: Base attack bonus +1
Benefit: You make attack rolls with Archaic weapons normally.
Normal: A character who uses a weapon with which he is not proficient takes a –4 penalty
on attack rolls.

Exotic Weapon Proficiency (Combat)


Choose one type of exotic weapon, such as the spiked chain or whip. You understand how
to use that type of exotic weapon in combat, and can utilize any special tricks or qualities
that exotic weapon might allow.
Prerequisite: Base attack bonus +1.
Benefit: You make attack rolls with the weapon normally.
Normal: A character who uses a weapon with which he is not proficient takes a –4 penalty
on attack rolls.
Special: You can gain Exotic Weapon Proficiency multiple times. Each time you take the
feat, it applies to a new type of exotic weapon.

Armor Proficiency

Armor Proficiency, Light (Combat)


You are skilled at wearing light armor.
Benefit: When you wear a type of armor with which you are proficient, the armor check
penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Normal: A character who is wearing armor with which he is not proficient applies its armor
check penalty to Attack rolls and to all skill checks that involve moving.

Armor Proficiency, Medium (Combat)


You are skilled at wearing medium armor.
Prerequisite: Light Armor Proficiency.
Benefit: See Armor Proficiency, Light.
Normal: See Armor Proficiency, Light.

Armor Proficiency, Heavy (Combat)


You are skilled at wearing heavy armor.
Prerequisites: Light Armor Proficiency, Medium Armor Proficiency.
Benefit: See Armor Proficiency, Light.
Normal: See Armor Proficiency, Light.

Disruptive

Disruptive (Combat)
Your training makes it difficult for enemies to safely use techniques around you.
Prerequisites: Base attack bonus +4
Benefit: The DC to cast techniques defensively increases by +4 for all enemies that are
within your threatened area. This increase to casting Techniques defensively only applies if
you are aware of the enemy’s location and are capable of taking an attack of opportunity. If
you can only take one attack of opportunity per round and have already used that attack, this
increase does not apply.

Technique Breaker (Combat)


You can strike at enemies who fail to cast defensively when you threaten them.
Prerequisites: Disruptive, base attack bonus +8.
Benefit: Enemies in your threatened area that fail their checks to use Techniques
defensively provoke attacks of opportunity from you.
Normal: Enemies that fail to use techniques defensively do not provoke attacks of
opportunity

Improved Combat Maneuver

Agile Maneuvers (Combat)


You have learned to use your quickness in place of brute force when performing Combat
Maneuvers
Benefit: You add your dexterity bonus to your base attack bonus and size bonus when
determining your Combat maneuver bonus instead of your strength bonus.

Improved Bull Rush (Combat)


You are skilled at pushing your foes around.
Prerequisite: Str 12, Power Attack, base attack bonus +1.
Benefit: You do not provoke an attack of opportunity when performing a bull rush combat
maneuver. In addition, you receive a +2 bonus on checks made to bull rush a foe. You also
receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to bull
rush you.
Normal: You provoke an attack of opportunity when performing a bull rush combat
maneuver.

Improved Disarm (Combat)


You are skilled at knocking weapons from a foe’s grasp.
Prerequisite: Int 12, Combat Expertise.
Benefit: You do not provoke an attack of opportunity when performing a disarm combat
maneuver. In addition, you receive a +2 bonus on checks made to disarm a foe. You
also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to
disarm you.
Normal: You provoke an attack of opportunity when performing a disarm combat maneuver.

Improved Feint (Combat)


You are skilled at fooling your opponents in combat.
Prerequisites: Int 13, Combat Expertise.
Benefit: You can make a Bluff check to feint in combat as a move action.
Normal: Feinting in combat is a standard action.

Improved Grapple (Combat)


You are skilled at grappling opponents.
Prerequisite: Dex 13, Improved Martial arts.
Benefit: You do not provoke an attack of opportunity when performing a grapple combat
maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You
also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to
grapple you.
Normal: You provoke an attack of opportunity when performing a grapple combat
maneuver.

Improved Overrun (Combat)


You are skilled at running down your foes.
Prerequisite: Str 13, Power Attack, base attack bonus +1.
Benefit: You do not provoke an attack of opportunity when performing an overrun combat
maneuver. In addition, you receive a +2 bonus on checks made to overrun a foe. You
also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to
overrun you. Targets of your overrun attempt may not choose to avoid you.
Normal: You provoke an attack of opportunity when performing an overrun combat
maneuver.

Improved Sunder (Combat)


You are skilled at damaging your foes’ weapons and armor.
Prerequisite: Str 13, Power Attack, base attack bonus +1.
Benefit: You do not provoke an attack of opportunity when performing a sunder combat
maneuver. In addition, you receive a +2 bonus on checks made to sunder an item. You also
receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries
to sunder your gear.
Normal: You provoke an attack of opportunity when
performing a sunder combat maneuver.

Improved Trip (Combat)


You are skilled at sending your opponents to the ground.
Prerequisite: Int 13, Combat Expertise.
Benefit: You do not provoke an attack of opportunity when performing a trip combat
maneuver. In addition, you receive a +2 bonus on checks made to trip a foe. You also
receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip
you.
Normal: You provoke an attack of opportunity when performing a trip combat maneuver.

Improvised Weapon

Catch Off-Guard (Combat)


Foes are surprised by your skilled use of unorthodox and improvised weapons.
Benefit: You do not suffer any penalties for using an improvised melee weapon. Unarmed
opponents are flatfooted against any attacks you make with an improvised melee weapon.
Normal: You take a –4 penalty on attack rolls made with an improvised weapon.

Throw Anything (Combat)


You are used to throwing things you have on hand.
Benefit: You do not suffer any penalties for using an improvised ranged weapon. You
receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.
Normal: You take a –4 penalty on attack rolls made with an improvised weapon.

Improvised Weapon Mastery (Combat)


You can turn nearly any object into a deadly weapon, froma razor-sharp chair leg to a sack
of flour.
Prerequisites: Catch Off-Guard or Throw Anything, base attack bonus +8.
Benefit: You do not suffer any penalties for using an improvised weapon. Increase the
amount of damage dealt by the improvised weapon by one step (for example, 1d4 becomes
1d6) to a maximum of 1d8 (2d6 if the improvised weapon is two-handed). The improvised
weapon has a critical threat range of 19–20, with a critical multiplier of ×2.

Critical

Improved Critical (Combat)


Attacks made with your chosen weapon are quite deadly.
Prerequisite: Proficient with weapon, base attack bonus +8.
Benefit: When using the weapon you selected, your threat range is doubled.
Special: You can gain Improved Critical multiple times. The effects do not stack. Each time
you take the feat, it applies to a new type of weapon. This effect doesn’t stack with any other
effect that expands the threat range of a weapon.

Critical Focus (Combat)


You are trained in the art of causing pain.
Prerequisites: Base attack bonus +9.
Benefit: You receive a +4 circumstance bonus on attack rolls made to confirm critical hits.

Bleeding Critical (Combat, Critical)


Your critical hits cause opponents to bleed profusely.
Prerequisites: Critical Focus, base attack bonus +11.
Benefit: Whenever you score a critical hit with a slashing or piercing weapon, your opponent
takes 2d6 points of bleed damage (see Appendix 2) each round on his turn, in addition
to the damage dealt by the critical hit. Bleed damage can be stopped by a DC 15 Heal skill
check or through any magical healing. The effects of this feat stack.
Special: You can only apply the effects of one critical feat to a given critical hit unless you
possess Critical Mastery.

Sickening Critical (Combat, Critical)


Your critical hits cause opponents to become sickened.
Prerequisites: Critical Focus, base attack bonus +11.
Benefit: Whenever you score a critical hit, your opponent becomes sickened for 1 minute.
The effects of this feat do not stack. Additional hits instead add to the effect’s duration.
Special: You can only apply the effects of one critical feat to a given critical hit unless you
possess Critical Mastery.

Deafening Critical (Combat, Critical)


Your critical hits cause enemies to lose their hearing.
Prerequisites: Critical Focus, base attack bonus +13.
Benefit: Whenever you score a critical hit against an opponent, the victim is permanently
deafened. A successful Fortitude save reduces the deafness to 1 round. The DC of this
Fortitude save is equal to 10 + your base attack bonus. This feat has no effect on deaf
creatures. This deafness can be cured by heal, regeneration, remove deafness, or a similar
ability.
Special: You can only apply the effects of one critical feat to a given critical hit unless you
possess Critical Mastery.

Staggering Critical (Combat, Critical)


Your critical hits cause opponents to slow down.
Prerequisites: Critical Focus, base attack bonus +13.
Benefit: Whenever you score a critical hit, your opponent becomes staggered for 1d4+1
rounds. A successful Fortitude save reduces the duration to 1 round. The DC of
this Fortitude save is equal to 10 + your base attack bonus. The effects of this feat do not
stack. Additional hits instead add to the duration.
Special: You can only apply the effects of one critical feat to a given critical hit unless you
possess Critical Mastery.

Tiring Critical (Combat, Critical)


Your critical hits cause opponents to become fatigued.
Prerequisites: Critical Focus, base attack bonus +13.
Benefit: Whenever you score a critical hit, your opponent becomes fatigued. This feat has
no additional effect on a fatigued or exhausted creature.
Special: You can only apply the effects of one critical feat to a given critical hit unless you
possess Critical Mastery.

Blinding Critical (Combat, Critical)


Your critical hits blind your opponents.
Prerequisites: Critical Focus, base attack bonus +15.
Benefit: Whenever you score a critical hit, your opponent is permanently blinded. A
successful Fortitude save reduces this to dazzled for 1d4 rounds. The DC of this Fortitude
save is equal to 10 + your base attack bonus. This feat has no effect on creatures that do
not rely on eyes for sight or creatures with more than two eyes (although multiple critical hits
might cause blindness, at the GM’s discretion). Blindness can be cured by heal,
regeneration, remove blindness, or similar abilities.
Special: You can only apply the effects of one critical feat to a given critical hit unless you
possess Critical Mastery.

Exhausting Critical (Combat, Critical)


Your critical hits cause opponents to become exhausted.
Prerequisites: Critical Focus, Tiring Critical, base attack bonus +15.
Benefit: When you score a critical hit on a foe, your target immediately becomes exhausted.
This feat has no effect on exhausted creatures.
Special: You can only apply the effects of one critical feat to a given critical hit unless you
possess the Critical Mastery feat.

Stunning Critical (Combat, Critical)


Your critical hits cause opponents to become stunned.
Prerequisites: Critical Focus, Staggering Critical, base attack bonus +17.
Benefit: Whenever you score a critical hit, your opponent becomes stunned for 1d4 rounds.
A successful Fortitude save reduces this to staggered for 1d4 rounds. The DC of this
Fortitude save is equal to 10 + your base attack bonus. The effects of this feat do not stack.
Additional hits instead add to the duration.
Special: You can only apply the effects of one critical feat to a given critical hit unless you
possess Critical Mastery.

Critical Mastery (Combat)


Your critical hits cause two additional effects.
Prerequisites: Critical Focus, any two critical feats.
Benefit: When you score a critical hit, you can apply the effects of two critical feats in
addition to the damage dealt.
Normal: You can only apply the effects of one critical feat to a given critical hit in addition to
the damage dealt.

Martial Arts

Improved Martial Arts (Combat)


You’ve trained extensively in Martial Arts, even more so than the regular Shinobi allowing
you to literally name your body a weapon.
Prerequisite: Bab +1
Benefits: Your unarmed damage increases to 1d6 you gain +1 competence bonus to hit
with unarmed attacks.

Advanced Martial Arts (Combat)


Your martial prowess has risen to the point where your skills become transferable.
Prerequisite: Improved Martial Arts, Bab +4
Benefits: Your unarmed strikes crit on a 19-20, and you gain a +1 dodge bonus to Armor
class.

Greater Martial Arts (Combat)


The lethality of your punches is only matched by your rigorous physical conditioning.
Prerequisite: Advanced Martial Arts, Bab +7
Benefits: Your unarmed damage increases to 1d8, at Bab +9 it increases to 2d8, at Bab
+14 it increases to 3d8, and you gain a +1 bonus to Fortitude and Reflex saves.

Master Martial Arts (Combat)


You have achieved the peak of martial arts training, honing your body to become tougher
than steel.
Prerequisite: Greater martial Arts, Bab +13
Benefits: Your critical hits deal x3 damage, and you gain +1 additional Hit Point per level.

Dodge line

Dodge (Combat)
Your training and reflexes allow you to react swiftly to avoid an opponents’ attacks.
Prerequisite: Dex 14
Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex
bonus to AC also makes you lose the benefits of this feat.

Mobility (Combat)
You can easily move through a dangerous melee.
Prerequisites: Dex 14, Dodge.
Benefit: You get a +4 dodge bonus to Armor Class against attacks of opportunity caused
when you move out of or within a threatened area. A condition that makes you lose your
Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Dodge
bonuses stack with each other, unlike most types of bonuses.

Spring Attack (Combat)


You can deftly move up to a foe, strike, and withdraw before he can react.
Prerequisites: Dex 14, Dodge, Mobility, base attack bonus +4.
Benefit: As a full-round action, you can move up to your speed and make a single melee
attack without provoking any attacks of opportunity from the target of your attack.
You can move both before and after the attack, but you must move at least 10 feet before
the attack and the total distance that you move cannot be greater than your speed.
You cannot use this ability to attack a foe that is adjacent to you at the start of your turn.
Normal: You cannot move before and after an attack

Mounted Combat

Mounted Archery (Combat)


You are skilled at making ranged attacks while mounted.
Prerequisites: Ride 1 rank, Mounted Combat.
Benefit: The penalty you take when using a ranged weapon while mounted is halved: –2
instead of –4 if your mount is taking a double move, and –4 instead of –8 if your mount is
running.

Mounted Combat (Combat)


You are adept at guiding your mount through combat.
Prerequisite: Ride 1 rank.
Benefit: Once per round when your mount is hit in combat, you may attempt a Ride check
(as an immediate action) to negate the hit. The hit is negated if your Ride check result is
greater than the opponent’s attack roll.

Ride-By Attack (Combat)


While mounted and charging, you can move, strike at a foe, and then continue moving.
Prerequisites: Ride 1 rank, Mounted Combat.
Benefit: When you are mounted and use the charge action, you may move and attack as if
with a standard charge and then move again (continuing the straight line of the charge).
Your total movement for the round can’t exceed double your mounted speed. You and your
mount do not provoke an attack of opportunity from the opponent that you attack.
Spirited Charge (Combat)
Your mounted charge attacks deal a tremendous amount of damage.
Prerequisites: Ride 1 rank, Mounted Combat, Ride- By Attack.
Benefit: When mounted and using the charge action, you deal double damage with a melee
weapon (or triple damage with a lance).

Unseat (Combat)
You are skilled at unseating your mounted opponents.
Prerequisites: Str 13, Ride 1 rank, Mounted Combat, Power Attack, Improved Bull Rush,
base attack bonus +1.
Benefits: When charging an opponent while mounted and wielding a lance, resolve the
attack as normal. If it hits, you may immediately make a free bull rush attempt
in addition to the normal damage. If successful, the target is knocked off his horse and lands
prone in a space adjacent to his mount that is directly away from you.

Trample (Combat)
While mounted, you can ride down opponents and trample them under your mount.
Prerequisites: Ride 1 rank, Mounted Combat.
Benefit: When you attempt to overrun an opponent while mounted, your target may not
choose to avoid you. Your mount may make one hoof attack against any target you knock
down, gaining the standard +4 bonus on attack rolls against prone targets.

Ranged Combat

Point-Blank Shot (Combat)


You are especially accurate when making ranged attacks against close targets.
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of
up to 30 feet.

Deadly Aim (Combat)


You can make exceptionally deadly ranged attacks by pinpointing a foe’s weak spot, at the
expense of making the attack less likely to succeed.
Prerequisites: Dex 13, base attack bonus +1.
Benefit: You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus
on all ranged damage rolls. When your base attack bonus reaches +4, and every +4
thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must
choose to use this feat before making an attack roll and its effects last until your next turn.
The bonus damage does not apply to touch attacks or effects that do not deal hit point
damage.

Precise Shot (Combat)


You are adept at firing ranged attacks into melee.
Prerequisite: Point-Blank Shot.
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without
taking the standard –4 penalty on your attack roll.

Improved Precise Shot (Combat)


Your ranged attacks ignore anything but total concealment and cover.
Prerequisites: Dex 19, Point-Blank Shot, Precise Shot, base attack bonus +11.
Benefit: Your ranged attacks ignore the AC bonus granted to targets by anything less than
total cover, and the miss chance granted to targets by anything less than total concealment.
Total cover and total concealment provide their normal benefits against your ranged attacks.
Normal: See the normal rules on the effects of cover and concealment.

Rapid Reload (Combat)


Choose a type of crossbow (hand, light, or heavy). You can reload such weapons quickly.
Prerequisite: Weapon Proficiency (crossbow type chosen).
Benefit: The time required for you to reload your chosen type of crossbow is reduced to a
free action (for a hand or light crossbow) or a move action (for a heavy crossbow). Reloading
a crossbow still provokes an attack of opportunity. If you have selected this feat for hand
crossbow or light crossbow, you may fire that weapon as many times in a fullattack
action as you could attack if you were using a bow.
Normal: A character without this feat needs a move action to reload a hand or light
crossbow, or a full-round action to reload a heavy crossbow.
Special: You can gain Rapid Reload multiple times. Each time you take the feat, it applies to
a new type of crossbow.

Far Shot (Combat)


You are more accurate at longer ranges.
Prerequisites: Point-Blank Shot.
Benefit: You only suffer a –1 penalty per full range increment between you and your target
when using a ranged weapon.
Normal: You suffer a –2 penalty per full range increment between you and your target.

Manyshot (Combat)
You can fire multiple arrows or thrown weapons at a single target.
Prerequisites: Dex 17, Point-Blank Shot, Rapid Shot, base attack bonus +6.
Benefit: When making a full-attack action with a bow or thrown weapon, your first attack
fires two arrows. If the attack hits, both arrows hit. Apply precision-based damage (such as
sneak attack) and critical hit damage only once for this attack. Damage bonuses from using
a composite bow with a high Strength bonus apply to each arrow, as do other damage
bonuses. Damage reduction and resistances apply separately to each weapon or arrow.

Rapid Shot (Combat)


You can make an additional ranged attack.
Prerequisites: Dex 13, Point-Blank Shot.
Benefit: When making a full-attack action with a ranged weapon, you can fire one additional
time this round at your highest bonus. All of your attack rolls take a –2 penalty when using
Rapid Shot.

Shot on the Run (Combat)


You can move, fire a ranged weapon, and move again before your foes can react.
Prerequisites: Dex 13, Dodge, Mobility, Point-Blank Shot, base attack bonus +4.
Benefit: As a full-round action, you can move up to your speed and make a single ranged
attack at any point during your movement.
Normal: You cannot move before and after an attack with a ranged weapon.

Shield Combat

Shield Focus (Combat)


You are skilled at deflecting blows with your shield.
Prerequisites: Shield Proficiency, base attack bonus +1.
Benefit: Increase the AC bonus granted by any shield you are using by 1.

Shield Master (Combat)


Your mastery of the shield allows you to fight with it
without hindrance.
Prerequisites: Improved Shield Bash, Shield Proficiency, Shield Slam, Two-Weapon
Fighting, base attack bonus +11.
Benefit: You do not suffer any penalties on attack rolls made with a shield while you are
wielding another weapon. Add your shield’s enhancement bonus to attacks and damage
rolls made with the shield as if it was a weapon enhancement bonus.

Shield Proficiency (Combat)


You are trained in how to properly use a shield.
Benefit: When you use a shield (except a tower shield), the shield’s armor check penalty
only applies to Strength- and Dexterity-based skills.
Normal: When you are using a shield with which you are not proficient, you take the shield’s
armor check penalty on attack rolls and on all skill checks that involve moving.

Shield Slam (Combat)


In the right position, your shield can be used to send opponents flying.
Prerequisites: Improved Shield Bash, Shield Proficiency, Two-Weapon Fighting, base
attack bonus +6.
Benefit: Any opponents hit by your shield bash are also hit with a free bull rush attack,
substituting your attack roll for the combat maneuver check (see Chapter 8). This
bull rush does not provoke an attack of opportunity. Opponents who cannot move back due
to a wall or other surface are knocked prone after moving the maximum possible distance.
You may choose to move with your target if you are able to take a 5-foot step or to spend an
action to move this turn.

Greater Shield Focus (Combat)


You are skilled at deflecting blows with your shield.
Prerequisites: Shield Focus, Shield Proficiency, base attack bonus +8.
Benefit: Increase the AC bonus granted by any shield you are using by 1. This bonus stacks
with the bonus granted by Shield Focus.

Improved Shield Bash (Combat)


You can protect yourself with your shield, even if you use it to attack.
Prerequisite: Shield Proficiency.
Benefit: When you perform a shield bash, you may still apply the shield’s shield bonus to
your AC.
Normal: Without this feat, a character that performs a shield bash loses the shield’s shield
bonus to AC until his next turn.

Two-Weapon Combat

Two-Weapon Defense (Combat)


You are skilled at defending yourself while dual-wielding.
Prerequisites: Dex 15, Two-Weapon Fighting.
Benefit: When wielding a double weapon or two weapons (not including natural weapons or
unarmed strikes), you gain a +1 shield bonus to your AC. When you are fighting defensively
or using the total defense action, this shield bonus increases to +2.

Two-Weapon Fighting (Combat)


You can fight with a weapon wielded in each of your hands. You can make one extra attack
each round with the secondary weapon.
Prerequisite: Dex 15.
Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The
penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.
Normal: If you wield a second weapon in your off hand, you can get one extra attack per
round with that weapon. When fighting in this way you suffer a –6 penalty with
your regular attack or attacks with your primary hand and a –10 penalty to the attack with
your off hand. If your offhand weapon is light, the penalties are reduced by 2 each.
An unarmed strike is always considered light.

Kusari-gama style
Fluff
Prereq: Bab +5, Two-weapon fighting
Benefit: When wielding a kusari-gama, you can throw it at any enemy within 10 feet and
make a full-attack action with it, and recover the weapon as a free action. This does,
however, require you to use both hands to wield the kusari-gama as a double weapon. In
addition, you no longer suffer an attack of opportunity while using the kusari-gama for
ranged attacks while being threatened in Melee.

Improved Two-Weapon Fighting (Combat)


You are skilled at fighting with two weapons.
Prerequisites: Dex 17, Two-Weapon Fighting, base attack bonus +6.
Benefit: In addition to the standard single extra attack you get with an off-hand weapon, you
get a second attack with it, albeit at a –5 penalty.
Normal: Without this feat, you can only get a single extra attack with an off-hand weapon.

Greater Two-Weapon Fighting (Combat)


You are incredibly skilled at fighting with two weapons at the same time.
Prerequisites: Dex 19, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack
bonus +11.
Benefit: You get a third attack with your off-hand weapon, albeit at a –10 penalty.

Double Slice (Combat)


Your off-hand weapon while dual-wielding strikes with greater power.
Prerequisite: Dex 15, Two-Weapon Fighting.
Benefit: Add your Strength bonus to damage rolls made with your off-hand weapon.
Normal: You normally add only half of your Strength modifier to damage rolls made with a
weapon wielded in your off-hand.

Two-Weapon Rend (Combat)


Striking with both of your weapons simultaneously, you can use them to deliver devastating
wounds.
Prerequisites: Dex 17, Double Slice, Improved Two-Weapon Fighting, Two-Weapon
Fighting, base attack bonus +11.
Benefit: If you hit an opponent with both your primary hand and your off-hand weapon, you
deal an additional 1d10 points of damage plus 1-1/2 times your Strength modifier. You can
only deal this additional damage once each round.

Weapon Focus

Weapon Focus (Combat)


Choose one type of weapon. You can also choose unarmed strike or grapple as your
weapon for the purposes of this feat.
Prerequisites: Proficiency with selected weapon, base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take
the feat, it applies to a new type of weapon.

Dazzling Display (Combat)


Your skill with your favored weapon can frighten enemies.
Prerequisite: Weapon Focus, proficiency with the selected weapon.
Benefit: While wielding the weapon in which you have Weapon Focus, you can perform a
bewildering show of prowess as a full-round action. Make an Intimidate check to demoralize
all foes within 30 feet who can see your display.

Weapon Specialization (Combat)


You are skilled at dealing damage with one weapon. Choose one type of weapon (including
unarmed strike or grapple) for which you have already selected the Weapon Focus feat. You
deal extra damage when using this weapon.
Prerequisites: Proficiency with selected weapon, Weapon Focus with selected weapon,
base attack bonus +6.
Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take
the feat, it applies to a new type of weapon.

Greater Weapon Focus (Combat)


Choose one type of weapon (including unarmed Strike or grapple) for which you have
already selected Weapon Focus. You are a master at your chosen weapon.
Prerequisites: Proficiency with selected weapon, Weapon Focus with selected weapon,
base attack bonus +8.
Benefit: You gain a +1 bonus on attack rolls you make using the selected weapon. This
bonus stacks with other bonuses on attack rolls, including those from Weapon Focus.
Special: You can gain Greater Weapon Focus multiple times. Its effects do not stack. Each
time you take the feat, it applies to a new type of weapon.

Greater Weapon Specialization (Combat)


Choose one type of weapon (including unarmed strike or grapple) for which you possess the
Weapon Specialization feat. Your attacks with the chosen weapon are more devastating
than normal.
Prerequisites: Proficiency with selected weapon, Greater Weapon Focus with selected
weapon, Weapon Focus with selected weapon, Weapon Specialization with selected
weapon, base attack bonus +12.
Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon.
This bonus to damage stacks with other damage roll bonuses, including any you gain from
Weapon Specialization.
Special: You can gain Greater Weapon Specialization multiple times. Its effects do not
stack. Each time you take the feat, it applies to a new type of weapon.

Penetrating Strike (Combat)


Your attacks are capable of penetrating the defenses of some creatures.
Prerequisites: Weapon Focus, base attack bonus +6 proficiency with weapon.
Benefit: Your attacks made with weapons selected with Weapon Focus ignore up to 5
points of damage reduction. This feat does not apply to damage reduction without a type
(such as DR 10/—).

Greater Penetrating Strike (Combat)


Your attacks penetrate the defenses of most foes.
Prerequisites: Penetrating Strike, Weapon Focus, base attack bonus +16
Benefit: Your attacks made with weapons selected with Weapon Focus ignore up to 10
points of damage reduction. This amount is reduced to 5 points for damage reduction
without a type (such as DR 10/—).

Shatter Defenses (Combat)


Your skill with your chosen weapon leaves opponents unable to defend themselves if you
strike them when their defenses are already compromised.
Prerequisites: Weapon Focus, Persuasive, base attack bonus +6, proficiency with weapon.
Benefit: Any shaken, frightened, or panicked opponent hit by you this round is flat-footed to
your attacks until the end of your next turn. This includes any additional attacks you make
this round.

Combat Reflexes

Combat Reflexes (Combat)


You can make additional attacks of opportunity.
Benefit: You may make a number of additional attacks of opportunity per round equal to
your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-
footed.
Normal: A character without this feat can make only one attack of opportunity per round and
can’t make attacks of opportunity while flat-footed.

Stand Still (Combat)


You can stop foes that try to move past you.
Prerequisites: Combat Reflexes.
Benefit: When a foe provokes an attack of opportunity due to moving through your adjacent
squares, you can make a combat maneuver check as your attack of opportunity. If
successful, the enemy cannot move for the rest of his turn. An enemy can still take the rest
of his action, but cannot move. This feat also applies to any creature that attempts to
move from a square that is adjacent to you if such movement provokes an attack of
opportunity.

General Combat Feats

Agile Maneuvers (Combat)


You’ve learned to use your quickness in place of brute force when performing combat
maneuvers.
Benefit: You add your Dexterity bonus to your base attack bonus and size bonus when
determining your Combat Maneuver Bonus (see Chapter 8) instead of your Strength bonus.
Normal: You add your Strength bonus to your base attack bonus and size bonus when
determining your Combat Maneuver Bonus.

Blind-Fight (Combat)
You are skilled at attacking opponents that you cannot clearly perceive.
Benefit: In melee, every time you miss because of concealment (see Chapter 8), you can
reroll your miss chance percentile roll one time to see if you actually hit. An invisible attacker
gets no advantages related to Hitting you in melee. That is, you don’t lose your Dexterity
bonus to Armor Class, and the attacker doesn’t get the usual +2 bonus for being invisible.
The invisible attacker’s bonuses do still apply for ranged attacks, however. You do not need
to make Acrobatics skill checks to move at full speed while blinded.
Normal: Regular attack roll modifiers for invisible attackers trying to hit you apply, and you
lose your Dexterity bonus to AC. The speed reduction for darkness and poor visibility also
applies.
Special: The Blind-Fight feat is of no use against a character who is the subject of a blink
spell.

Combat Expertise (Combat)


You can increase your defense at the expense of your accuracy.
Prerequisite: Int 12
Benefit: You can choose to take a –1 penalty on melee attack rolls and combat maneuver
checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus
reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus
increases by +1. You can only choose to use this feat when you declare that you are making
an attack or a full-attack action with a melee weapon. The effects of this feat last until your
next turn.

Deflect Projectile (Combat)


You can knock arrows and other projectiles off course, preventing them from hitting you.
Prerequisites: Dex 14, Improved Martial Arts.
Benefit: You must have at least one hand free (holding nothing) to use this feat. Once per
round when you would normally be hit with an attack from a ranged weapon, you may deflect
it so that you take no damage from it. You must be aware of the attack and not flat-footed.
Attempting to deflect a ranged attack doesn’t count as an action. Unusually massive ranged
weapons (such as boulders or ballista bolts) and ranged attacks generated by natural
attacks or spell effects can’t be deflected.

Snatch Arrows (Combat)


Instead of knocking an arrow or ranged attack aside, you can catch it in mid-f light.
Prerequisites: Deflect Projectile, Improved Martial arts.
Benefit: When using the Deflect Arrows feat you may choose to catch the weapon instead
of just deflecting it. Thrown weapons can immediately be thrown back as an
attack against the original attacker (even though it isn’t your turn) or kept for later use. You
must have at least one hand free (holding nothing) to use this feat.

Defensive Combat Training (Combat)


You excel at defending yourself from all manner of combat maneuvers.
Benefit: You treat your total Hit Dice as your base attack bonus when calculating your
Combat Maneuver Defense.

Improved Initiative (Combat)


Your quick reflexes allow you to react rapidly to danger.
Benefit: You get a +4 bonus on initiative checks.

Weapon Finesse (Combat)


You are trained in using your agility in melee combat, as opposed to brute strength.
Benefit: With a light weapon, elven curve blade, rapier,whip, or spiked chain made for a
creature of your size category, you may use your Dexterity modifier instead of your Strength
modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack
rolls.
Special: Natural weapons are considered light weapons.

Step Up (Combat)
You can close the distance when a foe tries to move away.
Prerequisite: Base attack bonus +1.
Benefit: Whenever an adjacent foe attempts to take a 5-foot step away from you, you may
also make a 5-foot step as an immediate action so long as you end up adjacent to
the foe that triggered this ability. If you take this step, you cannot take a 5-foot step during
your next turn. If you take an action to move during your next turn, subtract 5 feet
from your total movement.

Power Attack (Combat)


You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
Prerequisites: Str 13, base attack bonus +1.
Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat
maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is
increased by half (+50%) if you are making an attack with a two-handed weapon, a one
handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your
Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are
making an attack with an off-hand weapon or secondary natural weapon. When your base
attack bonus reaches
+4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage
increases by +2. You must choose to use this feat before making an attack roll, and
its effects last until your next turn. The bonus damage does not apply to touch attacks or
effects that do not deal hit point damage.

Quick Draw (Combat)


You can draw weapons faster than most.
Prerequisite: Base attack bonus +1.
Benefit: You can draw a weapon as a free action instead of as a move action, and stow it as
swift action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action.
A character who has selected this feat may throw weapons at his full normal rate of attacks
(much like a character with a bow).
Normal: Without this feat, you may draw a weapon as a move action, or (if your base attack
bonus is +1 or higher) as a free action as part of movement. Without this feat, you can draw
a hidden weapon as a standard action.

Puppet Multiattack (Combat)


fluf
Prereq: Puppeteer class
Benefit: Your puppet only takes a -2 penalty to attack rolls with it’s secondary attacks. If the
puppet does not have a secondary attack, it can perform an additional primary attack at a -5
penalty.

Lunge (Combat)
You can strike foes that would normally be out of reach.
Prerequisites: Base attack bonus +6.
Benefit: You can increase the reach of your melee attacks by 5 feet until the end of your
turn by taking a –2 penalty to your AC until your next turn. You must decide to use this ability
before any attacks are made.

True Blinkstrike (Combat)


You have learned to turn your amazing speed, into an aggressive advantage.
Prerequisites: Blinkstrike +3
Benefit: The character is able to use this ability as a free action, it lasts for 1 round. The
character turns his Blinkstrike bonus to defense into a bonus to attack and damage rolls
equal to half his Blinkstrike level, rounded up. While in the Blinkstrike stance, he may make a
full-attack action and still move up to his speed. The character is subject to attacks of
opportunity while doing so, but may Tumble, as per acrobatics, normally or use the Blink
Step ability as part of his move. If he is prevented from completing his move, he is also
prevented from finishing his full-attack action. While using this ability, the character must
make a minimum 5 feet movement between each attack and is unable to return to a square
he previously occupied this round..

Strike Back (Combat)


You can strike at foes that attack you using their superior reach, by targeting their limbs or
weapons as they come at you.
Prerequisite: Base attack bonus +11.
Benefit: You can ready an action to make a melee attack against any foe that attacks you in
melee, even if the foe is outside of your reach.

Specialist Gaze Counter (Combat)


fluf
Prereq: Wis 12, Reflex +4
Benefit: When averting your gaze to avoid a gaze attack, you may reroll your chance to be
affected once per round. Furthermore targets to which your avert your gaze, only gains
minor concealment (20% miss chance)
Normal: You only roll the chance to avoid the gaze once and they gain full concealment.

Vital Strike (Combat)


You make a single attack that deals significantly more damage than normal.
Prerequisites: Base attack bonus +6.
Benefit: When you use the attack action, you can make one attack at your highest base
attack bonus that deals additional damage. Roll the weapon’s damage dice for the
attack twice and add the results together before adding bonuses from Strength, weapon
abilities (such as f flaming), precision-based damage, and other damage bonuses.
These extra weapon damage dice are not multiplied on a critical hit, but are added to the
total.

Improved Vital Strike (Combat)


You can make a single attack that deals a large amount of damage.
Prerequisites: Vital Strike, base attack bonus +11.
Benefit: When you use the attack action, you can make one attack at your highest base
attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack
three times and add the results together before adding bonuses from Strength, weapon
special abilities (such as f laming), precision-based damage, and other damage bonuses.
These extra weapon damage dice are not multiplied on a critical hit, but are added to the
total.

Greater Vital Strike (Combat)


You can make a single attack that deals incredible damage.
Prerequisites: Improved Vital Strike, Vital Strike, base attack bonus +16.
Benefit: When you use the attack action, you can make one attack at your highest base
attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack
four times and add the results together before adding bonuses from Strength, weapon
abilities (such as flaming), precision-based damage (such as sneak attack), and other
damage bonuses. These extra weapon damage dice are not multiplied on a critical hit,
but are added to the total.
Skill Feats

Alertness
You often notice things that others might miss.
Benefit: You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or
more ranks in one of these skills, the bonus increases to +4 for that skill.

Animal Affinity
You are skilled at working with animals and mounts.
Benefit: You get a +2 bonus on all Handle Animal and Ride skill checks. If you have 10 or
more ranks in one of these skills, the bonus increases to +4 for that skill.

Cunning
You’ve got a curious and agile mind and thus gain more skill points than most.
Benefit: +1 skill point per HD. Everytime you gain a new hit dice, you gain an additional
number of skill points.

Deceitful
You are skilled at deceiving others, both with the spoken word and with physical disguises.
Benefit: You get a +2 bonus on all Bluff and Disguise skill checks. If you have 10 or more
ranks in one of these skills, the bonus increases to +4 for that skill.

Deft Hands
You have exceptional manual dexterity.
Benefit: You get a +2 bonus on Thievery and Stealth skill checks. If you have 10 or more
ranks in one of these skills, the bonus increases to +4 for that skill.

Intimidating Prowess
Your physical might is intimidating to others.
Benefit: Add your Strength modifier to Intimidate skill checks in addition to your Charisma
modifier.

Master Craftsman
Your superior crafting skills allow you to create chakra items.
Prerequisites: 10 ranks in any Craft or Profession skill.
Benefit: Choose one Craft or Profession skill in which you possess at least 10 ranks. You
receive a +4 bonus on your chosen Craft or Profession skill. Taking this feat allows the user
to craft chakra blades and other chakra weapons.

Persuasive
You are skilled at swaying attitudes and intimidating
others into your way of thinking.
Benefit: You get a +2 bonus on Diplomacy and Intimidate skill checks. If you have 10 or
more ranks in one of these skills, the bonus increases to +4 for that skill.
Self-Sufficient
You know how to get along in the wild and how to effectively treat wounds.
Benefit: You get a +2 bonus on all Heal checks and Survival checks. If you have 10 or more
ranks in one of these skills, the bonus increases to +4 for that skill.

Skill Focus
Choose a skill. You are particularly adept at that skill.
Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more
ranks in that skill, this bonus increases to +6.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take
the feat, it applies to a new skill.

Stealthy
You are good at avoiding unwanted attention and slipping out of bonds.
Benefit: You get a +2 bonus on all Escape Artist and Stealth skill checks. If you have 10 or
more ranks in one of these skills, the bonus increases to +4 for that skill.

Windfall
You have happened upon some money!
Benefit; Increase your Wealth modifier by +5. You also gain +2 on the Flat check to
increase your Wealth modifier upon level up.

Bloodline and Clan Feats

Aburame

Additional Swarms
Prerequisites: Con 14, Parasitic Destruction Insect Technique Mastery step 3
Benefit: You gain an additional swarm of insects.
Special: You can take this feat multiple times, each time you add an additional swarm.

Swarm Focused
Prerequisites: Con 14, Additional Swarms
Benefit; You increase the damage dice of your swarm, from d6’s to d8’s.
Special: This feat can be taken once more, increasing the damage from d8 to d10’s.

Swarming Intensity
Prerequisites: Int 14, Parasitic Destruction Insect Technique, or Phosphorus Destruction
Insect Technique
Benefit: You increase the DC of all your techniques, which make use of your Parasitic
Destruction Insect Technique swarms, or Phosphorus Destruction Insect Technique by +2.

Vermin Empathy
Prerequisites: Must possess the Parasitic Destruction Insect Technique, or Phosphorus
Destruction Insect Technique.
Benefit: An Aburame can improve the attitude of a Vermin. This ability functions just like a
Diplomacy check made to improve the attitude of a person. The Aburame rolls 1d20 and
adds her character level and her intelligence modifier to determine the Vermin empathy
check result. The typical house vermin has a starting attitude of indifferent, while wild vermin
are usually unfriendly. Vermin are normally mindless, but this empathic communication
imparts on them a modicum of implanted intelligence, allowing Aburame to train vermin and
use them as mounts, spies, assassins and more. Vermin empathy treats swarms as if they
were one creature possessing a single mind—an Aburame can thus use this ability to
influence and direct the actions of swarms with relative ease.

To use vermin empathy, the Aburame and the vermin must be within 30 feet of one another
under normal conditions. Generally, influencing a vermin in this way takes 1 minute but, as
with influencing people, it might take more or less time.

Akimichi

Caloric Control
Prerequisites: Con 14, Having studied with the Akimichi clan
Benefit: You gain 1 Hp per HD. Moreover you can consume Akimichi Food pills and similar
substances, without the risk of dying.

Uzumaki

Uzumaki: Life-Force
As a member of the Uzumaki clan, you carry with you a powerful life force, granting you a
large amount of chakra and a strong Life force.
Prerequisites: Constitution 14, Will over Flesh, or Mind over Body
Benefit: The Uzumaki as a whole had an incredible amount of chakra, this increases their
chakra pool by 3 and Chakra reserve by 2 per level. Moreover, Members of the Uzumaki
clans overflow with life energy, this makes them extraordinarily hard to kill. The Uzumaki
gain a +3 bonus on fortitude saves against death effects, moreover Uzumaki a +2 bonus on
checks to stabilize when dying.

Uzumaki: Adamantine Chakra


Rare members of the Uzumaki clan possess a unique form of chakra. This chakra, beyond
giving them access to a unique blend of techniques, makes their sealing techniques
exceedingly powerful as well as makes them incredible Jinchuriki.
Prerequisites: Uzumaki Life-Force, 16 Constitution, or 16 Wisdom and Will over Flesh.
Benefit: The Uzumaki with Adamantine Chakra are uniquely suited to the study and use of
Fuinjutsu, granting them all Fuinjutsu as a Class skill and they ignore the usual -8 penalty
placed on learning Fuinjutsu. Additionally, the Difficulty of all their Fuinjutsu techniques
increases by +2. Lastly, Adamantine Chakra makes the user uniquely suited to be a
Jinchuriki, as their Chakra prevents their death when a tailed beast is extracted from them or
breaks free. Meaning that the Jinchuriki Ruinous Depletion ability won’t kill the Jinchuriki and
once they’re brought back above 0 Chakra, they can seal the beast within themselves again
as a standard action as long as they’re within Long Range of the Tailed Beast.
Uzumaki: Heal Bite
Few members of the Uzumaki clan carry with them an ability to transfer their health and
vitality to a target, by letting the target bite them and drink it directly from their body. This
accelerated depletion of Chakra could damage the Uzumaki a great deal and is therefore
rarely used, and if used - only as a last resort.
Prerequisites: Uzumaki Life-Force, 16 Constitution, or 16 Wisdom and Will over Flesh.
Benefit: When the Uzumaki with this feat is bitten, they can allow whomever is drinking their
blood to partake in their chakra as well. To use this ability, the Uzumaki takes one point of
Constitution damage, this allows them to transfer up to 15 points of chakra from their pool to
their allies, as well as healing them for 30 Hit points, plus the Uzumaki’s Constitution
modifier. If more than 2 Constitution damage is taken during a transfer, the target is also
healed of any exhaustion and fatigued condition they suffer from.

Constitution damage taken from use of this ability, heals at a quadruple rate.

Senju

Senju: Thousand Hands


Members of the Senju clan are known across the shinobi world as being experts at grasping
the peculiarities and theories of Jutsu.
Prerequisites: Intelligence 14
Benefit: The Senju are credited with a wide array of abilities, but primary to these are their
incredibly broad focus. Where most clans specialize in a certain kind of Ninjutsu or their
Doujutsu, the Senju have the capacity to master most Shinobi talents. As such all Shinobi
skills are considered class skills and they take no penalty when learning or employing
Sealing techniques or Space-time Techniques as you’d ordinarily get. Additionally you are
considered as having Dimensional Awareness and Sealweaver for meeting any
prerequisites requiring those two feats.

Senju: Enhanced Life-Force


Some members of the Senju clan carry within them a powerful Life-force, this grants them
large pools of chakra as well as incredible recovery.
Prerequisites: Constitution 14
Benefit:.The Senju character gains a fast healing of 2, furthermore the user gains an extra
10 years to his “adult” age category per constitution bonus, thus expanding his life span.
Additionally, ability scores and similar effects like Sharingan Blindness heals at double the
normal rate.

Senju: Overwhelming Chakra


Many members of the Senju clan carry outrageous amounts of Chakra within them, this
partly explains how they’ve reached such dominance in the shinobi world.
Prerequisites: Constitution 14 or Will over Flesh, Senju: Enhanced Life-force or Thousand
Hands, Character level 6th
Benefit: The Senju member gains 2 additional chakra per level as well as 2 additional
reserve per level, they regain an additional amount of chakra during a short rest equal to
their level.

Senju: Natural Energy Reserves


Rare members of the Senju clan carry a natural reserve of natural energy.
Prerequisites: Wisdom 14, Senju: Overwhelming Chakra, Character level 12th, Wood
Release
Benefit: Experienced members of the Senju clan can tap into the natural energies around
them, this grants them a pool of Nature Chakra equal to half their level rounded down.

Ninken Companion

Ninken Companion
Prerequisites: Wisdom 12, Nature 1 rank
Benefit: The shinobi gain their very own Ninken-dog. These dogs increase in power as the
Shinobi increase in level. A Bonded Ninken-dog works much like a summon, and is built on a
similar model. Due to his close bond with his Ninken-dog, a Shinobi can never gain any
summons other than of the Dog tribe. This feat also allows the Inuzuka and his Ninken-dog
to perform combination technique. The Ninken-dog can perform the following Jutsu at his
master's command, but only if the master knows these: Beast Human Clone Jutsu, Dynamic
marking, Fang passing fang or Fang rotating fang.

Ninken Increased Sentience


You’re a more sentient member of your species, you gain a bonus to intellect and the ability
to speak.
Prerequisites: Nature 9 ranks
Benefit: You gain a base intelligence score of 10, adding any bonuses from ability score
increases to the 10, learn one language that your master speaks and now progress skills at
a rate of 4 points + int modifier per level.

Massive Ninken
Your Ninken is quite the hulking specimen of its species.
Prerequisites: Nature 11 ranks
Benefit: Your Ninken is not just a big dog, it’s huge! You increase its size to large gaining
the following alterations: a +6 bonus to Strength, a +2 bonus to Constitution, and a +2 bonus
to its natural armor. It takes a –2 penalty to its Dexterity. This size change also gives the
creature a –1 size penalty to its AC and on attack rolls, a +1 bonus to its CMB and CMD and
a –4 penalty on Stealth skill checks.

Sharingan

Epic Sharingan
Through extensive training, and will power, you have attuned your body to the strain of the
Sharingan eye.
Prerequisites: Perception 15, Mangekyo Sharingan.
Benefit: The Character can activate the Sharingan at half the listed bonus, and no one of
the other Sharingan benefits, for an extended period of time. This effect costs the user 3
chakra per hour to maintain.

Extended Sharingan
Training both your stamina and chakra handling, you’ve learned to keep your Sharingan
going for longer
Prerequisites: Perception 6 ranks.
Benefit: You pay one point of chakra when you activate your Sharingan and pay the
maintenance cost once every 5th round.

Sharingan Mimicry
Through Keen Understanding of the movement of Chakra, and the insight granted by the
sharingan you’re able to copy and even memorize techniques
Prerequisites: Perception 7 ranks.
Benefit: The character can use his Sharingans eye of Hypnotism attempt to copy and cast a
technique he’s witnessing right away rather than trying to retain it to be learned later, this is
done by readying an action; Then when his opponent activates a Jutsu, the user wanting to
copy must roll to identify the Jutsu, and then roll a Ninjutsu check vs the Techniques LDC. If
he pulls this off he can choose to nullify the Jutsu if it’s a Ninjutsu, or choose to cast it.
(Regardless of classification).

Byakugan

All-a-round Byakugan
Through extreme awareness and heightened training you’ve gained a more precise all
around vision
Prerequisites: Byakugan, Perception 9
Benefit: By spending a quick action, while the byakugan is active, you gain a blindsight of
15 ft for 1 round. This blindsight is entirely dependent on sight, and if blind the character is
unable to make use of this feat.

Farsight
Through much training of your telescopic eyesight you're able to see with tremendous detail.
Prerequisites: Byakugan, Perception 7
Benefit: The user only can see up to 600 meters per increment, and triples his ability to see
through matter instead of only doubling it.

Mind’s Eye
Through extensive training, your Byakugan allows you to see into the thoughts of others,
reading their minds.
Prerequisites: Byakugan, Farsight, Perception 12
Benefit: The user of Byakugan now gains the ability to read the surface thoughts of anyone
he’s facing as a movement action. The amount of information revealed depends on a
perception roll against a target's deception check if you succeed you’re allowed to glimpse
their surface thoughts. These are thoughts one thinks at a given moment. This can also be
used to reveal the emotional state of another in a similar fashion.

Deceptive Range
While few of the Hyuga have managed to train their Byakugan beyond what’s needed for the
Gentle fist, you’ve managed to tap into its long buried secrets.
Prerequisites: Byakugan, Farsight, Perception 16
Benefit: When utilizing your Byakugan to view distance far away, you’re capable of
projecting Dōjutsu Genjutsu through it. However, doing so reduces the Will save DC by -2
per 100 meters past the original range.

Kesshogan

Crystal Clear Thoughts


With the Crystal eye’s extraordinary perception at his disposal, a user is capable of
perceiving changes in both body movement, chakra pathing and microexpressions. This
allows the user to read the surface thoughts and emotions of those they observe.
Prerequisites: Kesshogan, Perception 12
Benefit: The user of the Kesshogan now gains the ability to read the surface thoughts and
emotional states of a target. The amount of information revealed depends on a perception
roll against a target's deception check if you succeed you’re allowed to glimpse their surface
thoughts. These are thoughts one thinks at a given moment. This can also be used to reveal
the emotional state of another in a similar fashion.

Natural Sage

True Natural Sage


Natural Sages are born with the capacity to hold Nature Chakra. You’re spawned from a
particularly rare subsect that can hold much more energy, but lack the ability to achieve
Sage Transformation.
Prerequisites: Chakra pool of 30, Natural Sage Template, may not have Natural Sage
Transformation
Benefit: You convert up to one third of your total chakra pool, into Nature Chakra instead of
one fifth.

Natural Sage Transformation


The vast Majority of Natural sages are born into the Bloodline that allows a Natural Sage to
achieve the Sage Transformation.
Prerequisites: Natural Sage Template, may not have True Natural Sage
Benefit: You immediately learn the Sage Transformation technique, which cannot be
learned in any other way.

Controlled Transformation
Through monk-like discipline and an elevated perspective on Chakra Control, you no longer
risk losing yourself to the chaotic currents of Nature Chakra.
Prerequisites: Natural Sage Transformation, Wisdom 14, Chakra control 11, Sage
Transformation Mastery 4
Benefit: You no longer suffer from the Drawback of going Berserk, from the Sage
Transformation Technique.
Jinchuriki

Monstrous Reserve
You’ve learned to siphon the Chakra from your dark passenger, thus increasing your own
reserve.
Prerequisite: Chakra Control 4, Jinchuriki Template
Benefits: Some Jinchuriki build a reserve of strength from their Tailed beasts, this pool is
known as the Monstrous Reserve.

A Jinchuriki has a Monstrous Reserve of 5 + 1 per two character level. The pool refreshes a
number of points equal to 2 + half their constitution modifier after a full rest.

A point of Monstrous Reserve can be spent to draw Chakra directly from their Tailed beast,
increasing their current pool by 4 points of Chakra.

Atrocious Psyche
Your connection to your Tailed Beast, allows you to more easily break the Genjutsu affecting
your body as your Ghastly Passenger may use its own chakra to shock your system back
into order.
Prerequisite: Chakra Control 8, Monstrous Reserve, Jinchuriki Template
Benefits: You may spend a point from your Monstrous Reserve to attempt a Chakra Control
skill check against Genjutsu affecting you as a Swift action, this roll gains a +4 bonus.

Chakra and Technique Feats

Chakra Feats

Additional Chakra Nature


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Benefit: Your advanced understanding of the nature of chakra has allowed you to pursue
the study of an additional element.

Advanced Chakra Nature


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Prerequisites: Special GM allowance
Benefit: You gain a single advanced Chakra nature. If taken at first level, your primary
nature must be one of the natures listed as part of the advanced chakra nature and you must
immediately, when able, pick the remaining chakra natures. I.E Lava release is a mixture of
Fire and Earth, first level characters must pick their primary nature to be either fire or earth
and when the opportunity arises to pick a new chakra nature, the remaining nature must be
picked.
Special: If gained after 1st level, a character must possess all the natures that make up the
Advanced Chakra nature.
Chakra Sensing
Through great mental exercise and mastering meditative techniques, the character with this
feat has learned to sense the chakra of others.
Prerequisites: Chakra control 6, Chakra Adept.
Benefit: Gain the Sense Chakra Ability.

Chakra Suppression
Through great mental exercise and mastering meditative techniques, the character with this
feat has learned to suppress his own chakra.
Prerequisites: Chakra control 6, Chakra Adept.
Benefit: Gain the Suppress Chakra Ability.

Empowered Resilience
Through extensive chakra control, you’ve learned to meet the techniques of your enemies
with a burst of Chakra of your own, increasing your resistance to their assault.
Prerequisites: Chakra Control 6, Chakra Pool 16
Benefit: You can, as a free action, spend 2 points of chakra to increase your resistance
bonus to saves by +1 for every four character levels you possess. This increase lasts till the
end of your turn.

Gift of the Sages


You have received special training which allows access to a special kind of Chakra known
only to the Ninja Monks of the Fire temple, this chakra allows you to enter their temple as
well as power certain techniques.
Prerequisites: Wis 14, Chakra Control 3.
Benefit: The Character gains an additional pool of special chakra, called Gift of the Sages
Chakra. This pool is equal to 1/5th of his total Chakra Pool and Chakra reserve. This special
kind of Chakra allows the character to unseal the Sealed Iron walls of the Ninja temples and
power certain techniques and abilities unique to Ninja Monks. The character cannot utilize
this chakra to power ordinary techniques and abilities. This Chakra does not add to his total
Chakra Score. Spending 3 points of Gift of the Sages Chakra, increases the character’s
Land Movement speed by +10 ft, or allows him to perform a high or long jump without a
running start, but still counting as if he took one.

Special: A character must have received special training to access this feat, and thus
requires the storyteller’s permission.

Improved Chakra Pool


Your level of Chakra is extremely high.
Benefit: Increase your Chakra pool by 1 per level and Chakra reserve by 1 per level
Special: This feat can be acquired up to three times, its benefits stack.

Improved Chakra Recovery


Your chakra flows more easily through you, allowing your body to recover its Chakra much
faster and more often, than others.
Benefit: You recover your Chakra reserve at a rate of double your character level, for an
evening of rest. Additionally you can recover Chakra through a short rest an additional time
per day.
Improved Sensory Perception
Through a great deal of mental exercise, your ability to sense Chakra comes more seamless
to you.
Prereq: Sense Chakra
Benefit: Once per encounter you can use Sense chakra as a swift action, with a duration of
1d4+1 rounds. You gain a +4 bonus on Concentration checks to maintain Sense chakra.

Materia Mastery
Your fine control over your own chakra is so pronounced that you’re capable of generating
vast amounts of elemental matter without wasting too much energy.
Prerequisite: Chakra Control 11
Benefit: Choose one type of Elemental Chakra Nature. You always pay half cost for
techniques with the Materia tag with that Chakra Nature, as if you fulfilled that technique's
material requirement. A Materia technique can only benefit from the Materia cost reduction
once.
Normal: You can only benefit from the reduced cost of a Materia technique, if you have
enough of the required material on hand.

Sage’s wisdom
Through rigorous training and extreme dedication you’ve gained the ability to enter a sages
trance.
Prerequisites: Chakra control 5, chakra pool 30, Tribal Pact
Benefit: The character gains the ability to enter a Sages trance.

Sage’s Trance: This ability allows the user to enter a trance of total stillness; this trance
allows the user to gather Nature chakra, used for Sage art techniques as well as acting as a
replacement for sleep. When used to replace sleep, this ability allows the character to still be
aware of his surroundings, gaining blindsense out to 30ft. When used to gather nature
chakra, the user can convert up to 1/10th of his ordinary chakra to Nature chakra per 10
minutes in this trance, and can hold only up to 1/4th of his total chakra pool as Nature
chakra. This ability cannot be used to gather nature chakra during combat or other sort of
commotion, as this ability requires perfect stillness.

Will over Flesh


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Prerequisite: Wisdom 14
Benefit: You can use your wisdom modifier to calculate your Chakra bonus per level instead
of your constitution modifier, as well as for your chakra recovery during rest periods.

Technique Feats

Avoidance Expert
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Prerequisites: Ninjutsu 7 ranks
Benefit: Your user level with Avoidance techniques is considered 3 levels higher when
trying to avoid attacks or techniques.
Advanced Study
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Prerequisites: 1st level character
Benefit: You pick a single technique of Rank 4 or below technique. You immediately learn
this technique and gain a +4 bonus on Learn checks to achieve mastery. You can only
attempt to achieve mastery once you’d be able to learn the technique ordinarily.

Chakra Affinity
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Prerequisites: 1st level only
Benefit: Upon selection of this feat, the character must choose from one of the four
technique types (Chakra Control, Genjutsu, Ninjutsu and Taijutsu) for which he will receive a
+4 bonus to his Learn checks. He must also choose another type, which cannot be the same
as his "good" type, for which he will suffer a -2 penalty to his Learn checks.

Chakra Penetration
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Benefit: You gain a +2 bonus to penetrate Chakra resistance.

Improved Chakra Penetration


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Prerequisites: Chakra Penetration
Benefit: You gain a +2 bonus to penetrate Chakra resistance. This stacks with the Chakra
Penetration feat.

Dimensional Awareness
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Prereq: Ninjutsu 9 Ranks
Benefit: You can learn Space-time ninjutsu without incurring the -8 learning penalty.

Gate mastery
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Prereq: Learned the Sixth Gate of Joy
Benefit: You can open any gate of your choice, without having to open the intervening gates
first.

Genius
You were born as a true prodigy, learning techniques of your chosen specialization comes
extremely easy to you, as do most other Shinobi skills in general. You’re often talked about
around your village, as people are recognizing your prowess.
Prerequisites: 1st level character
Benefit: Due to your advanced genius, you learn much faster than most other characters.
Choose one Shinobi skill that is also a class skill to you. You gain a +2 on checks made to
learn techniques coupled to that skill. Moreover you’re able to learn the techniques of one
level higher than your Skill rank would ordinarily allow. As a Genius you’re often much
younger than your contemporaries, allowing you to begin the game as a 6 year old with no
attribute penalty.
Great Mastery
You’re exceptionally talented when it comes to learning the particulars of individual
techniques. The deep secrets of techniques do not elude you for long, when you set your
mind to unlocking them.
Prerequisites: 4 ranks in all of the Shinobi skills
Benefit: You gain a +4 bonus to learn checks and to attain mastery in all techniques.
Additionally, you can raise an additional 2 techniques to Mastery Step 5, breaking the usual
limit.

Hand Seal Proficiency


You have trained extensively, to allow you to weave seals while carrying objects.
Benefit: You can perform hand seals while holding One-handed objects in your hands, by
briefly allocating them to be held somewhere else.

Sleight of Hand seals


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Prereq: Hand seal Proficiency, Improved Grapple, Chakra Control 10 ranks
Benefit: You’re so skilled in the use of Hand Seals, that you can utilise your opponents
hands during a grapple to complete your hand seals and thus not suffer any penalty to your
concentration check to cast the technique.

Sealweaver
You have studied the difficult arts of Sealing Techniques, meaning you can disregard many
of the difficulties others face when learning them.
Prerequisites: Int 14
Benefit: The character can learn Fuinjutsu techniques without incurring the -8 penalty. If
taken at first level, Fuinjutsu becomes a class skill.

Technique Combat Tactics


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Benefit: You gain a +4 bonus on concentration checks to use Techniques defensively

Technique Focus
You’re especially adept at one subtype of techniques, making them stronger and allowing
you to learn more powerful techniques of that subtype.
Benefit: Choose one type of Genjutsu or Ninjutsu technique subtype, such as Water style,
Doujutsu or the like. Your DC of the selected Subtype increases by +1. You perform such
techniques as if you were one level higher and can learn the techniques of one rank higher
than your skill rank would usually allow.

Adept Feats

System: Since multiple Ninjutsu are also Chakra Control and Fuinjutsu, as well as Ninjutsu,
the following rule is in place. Any Technique with the Chakra Control or Fuinjutsu tag, do
NOT also count as Ninjutsu for the sake of the Ninjutsu Adept Feat. If a Technique has both
the Chakra Control and the Fuinjutsu tag, the technique will benefit from the associated
Adept feat of the tag written first in the technique’s entry.

Chakra Adept
Your skill with Chakra Control is greater than most.
Prerequisites: Chakra Control Ranks equal to your level
Benefit: You gain a +2 bonus to Chakra Control checks by selecting that feat and the DCs
of your techniques are increased by 1.

In addition, you may make 1 additional attempt when learning Chakra control techniques per
week. You can learn the techniques of a level up to 1 rank higher than your skill rank allows.

Fuinjutsu Adept
Your skill with Fuinjutsu is greater than most.
Prerequisites: Fuinjutsu rank equal to your level, Sealweaver
Benefit: You gain a +2 bonus to Fuinjutsu Checks by selecting that feat and the DCs of your
techniques are increased by 1.

In addition, you may make 1 additional attempt when learning Fuinjutsu techniques per
week. You can learn the techniques of a level up to 1 rank higher than your skill rank allows.

Genjutsu Adept
Your skill with Genjutsu is greater than most.
Prerequisites: Genjutsu rank equal to your level
Benefit: You gain a +2 bonus to Genjutsu checks by selecting that feat and the DCs of your
techniques are increased by 1.

In addition, you may make 1 additional attempt when learning Genjutsu techniques per
week. You can learn the techniques of a level up to 1 rank higher than your skill rank allows.

Ninjutsu Adept
Your skill with Ninjutsu is greater than most.
Prerequisites: Ninjutsu rank equal to your level
Benefit: You gain a +2 bonus to Ninjutsu Checks by selecting that feat and the DCs of your
techniques are increased by 1.

In addition, you may make 1 additional attempt when learning Ninjutsu techniques per week.
You can learn the techniques of a level up to 1 rank higher than your skill rank allows.

Taijutsu Adept
Your skill with Taijutsu is greater than most.
Prerequisites: Taijutsu rank equal to your level
Benefit: You gain a +2 bonus to Taijutsu checks by selecting that feat and the DCs of your
techniques are increased by 1.

In addition, you may make 1 additional attempt when learning Taijutsu techniques per week.
You can learn the techniques of a level up to 1 rank higher than your skill rank allows.
Summoner Feats

Tribal Pact
You’ve managed to sign your allegiance with a Summon Tribe, allowing you to call upon
their aid in a time of need.
Benefits: You can gain the allegiance of a Summon Tribe, by signing their Tribal Pact. This
allows you to call upon them, using the Ninja Art: Summoning Technique. However, this
relationship is not a one way street, by promising their allegiance in your battles, it’s
expected that you are available to aid the Tribe as well.

Having signed a Tribal pact grants the user a +4 bonus to any charisma-based checks
towards his selected creature type and ignores the -8 penalty to learning Space-Time
ninjutsu, when learning or mastering Summoning Techniques to summon creatures.
The summoner gains an additional bonus after signing his Tribal pact, as shown on the table
below. A Summoner can sign additional pacts without additional feat expenditures, however
he only gains the above bonuses for one of his Tribal pacts.
Creature Type Blood pact Bonus

Bear +2 Grapple Checks

Boar Trample 1/day

Dog +4 bonus on Tracking

Raptor +4 competence to Perception

Horse Increased Run speed by 10ft

Lizard +4 bonus on Stealth

Ape/Monkey +4 bonus to Acrobatics and


Athletics

Ox Powerful charge 1d6

Ram Use Rushing Charge 1/day

Rat +4 bonus vs Disease

Raven Low-light Vision

Salamander Swim speed of 10ft

Shark Scent to detect Blood

Skunk Musk 1/day

Slug +4 on Death Rolls

Snake +4 fortitude save, vs poison

Spider +2 fort vs poison, +2 will vs mind-


affecting

Tiger (Cat) Pounce 1/day

Toad +4 bonus to Acrobatics

Turtle +1 Natural Armor


Special: A summoner can have a pact with more than one tribe.

Resilient Summoning
Prerequisite: Tribal Pact, Ninjutsu 8.
Benefit: The time required for the summon to lose 1 chakra increases by 10 minutes.
Special: This feat can be taken twice.

Share Chakra [Summon]


Prerequisite: Resilient Summoning, Ninjutsu 12.
Benefit: The summoner is able to share chakra with its summon creature, by sacrificing 2
points of chakra to give 1 point of temporary chakra to the summoned creature.The
Summoner can grant a maximum of 2 points of Chakra to a Summoned creature, equal to
it’s Summon Level. So a Summon creature of level 2, can be granted up to 4 points of
Chakra.

Recruiting Summoner
fluf
Prerequisite: Tribal Pact
Benefits:The summoner is able to form Blood pacts with specific, non-tribe animals he
meets along his way. The summoner must first bargain, tame or subdue the given creature
before adding it to his repertoire. A summon acquired this way cannot have a CR higher than
the summoner's level and to call it forth requires a technique similar to the Summoning
technique with a rank equal to 2 + the CR of the creature with a cost equal to it’s CR. A
creature slain while summoned in this way is permanently killed, the duration of this
Summoning technique is 1 minute per character level.

Meta-Chakra Feats

Special: You gain 2 Meta-chakra charges, whenever you choose a Meta-Chakra Feat.

Adept Puppeteer [Meta-Chakra]


You have great control over your puppets and can reanimate them in the blink of an eye.
Prerequisite: Ninjutsu 6 ranks, Int 16, Expert Puppetry class ability.
Benefit: The character can animate a puppet as a swift action by spending a meta-chakra
charge. This can be done even during another's turn as an immediate action.

Blurstrike [Meta-Chakra]
Prerequisite: Blinkstrike +1 class ability
Benefit: The character is able to sheathe and draw his weapon as a free action in the
Blinkstrike stance, without provoking an attack of opportunity.
The character may spend 1 meta-chakra charge to increase his Blinkstrike ability bonus by
+2 for 1 round while making a full-round action. This feat can be used up to three times per
encounter.

Chakra Weaving [Meta-Chakra]


You are more adept at using meta-chakra feats and less limited in your usage of them.
Benefit: The character gains 1 meta-chakra charge, in addition to the two granted from
selecting a meta-chakra feat.
Special: A character can take this feat multiple times, its effects stack.

Concealed Technique [Meta-Chakra]


Prerequisite: Efficient Technique, Chakra Control 6 ranks.
Benefit: You may apply this meta-chakra feat to a Chakra Control, Genjutsu or Ninjutsu
technique. The chakra cost of the technique is completely concealed leaving no Chakra
signature, and the chakra cost is reduced by 1 for every 4 levels (minimum 1).

Efficient Technique [Meta-Chakra]


You are able to use techniques more efficiently.
Prerequisite: Any 1 meta-chakra feat, Chakra Control 3 ranks.
Benefit: This meta-chakra feat, when applied to a technique, increases its efficiency by
allowing for less chakra to be used. The chakra cost decreases by 50%. If the technique was
empowered, the total cost decreases by 25% instead (use whichever lowers the cost more).

Empower Summoning [Meta-Chakra]


Your summoned creatures are more powerful than usual.
Prerequisite: Dimensional awareness.
Benefit: Any summoned creatures you call upon by applying this meta-chakra feat to a
technique gains 8 hit points, +1 per level of the summon. In addition, the summoned
creature gains a +2 bonus to attack and damage rolls. The technique's chakra cost
increases by 10.
Special: This feat can be selected twice. The second time, the feat increases the bonus to
hit points by +1 per level of the summon, and attack and damage rolls by an additional +1.

Empower Technique [Meta-Chakra]


You are able to strengthen your technique for far more devastating effects than the normal
shinobi.
Prerequisite: Any 2 meta-chakra feats, Chakra Pool 40, Chakra Control 9 ranks.
Benefit: This meta-chakra feat increases all variable, numeric values of the chosen
Genjutsu or Ninjutsu technique by 50% (one-half). Saving throws, weapon damage and
opposed rolls are not affected, nor are techniques without random variables. The technique's
chakra cost increases by 1 per level.
Special: If you apply this feat to a technique, it cannot be enhanced by another meta-chakra
feat.

Enlarge Technique [Meta-Chakra]


Your techniques have a far longer reach than normal.
Benefit: This meta-chakra feat allows the character to increase the range technique by
100%. The chakra cost increases by 1 every 2 levels of the technique (round up).

Extend Technique [Meta-Chakra]


Your techniques' effects last longer than normal.
Benefit: Applying this feat to a technique increases the technique's duration by 50%. A
technique with a duration of concentration, instantaneous, or permanent is not affected by
this feat. The chakra cost increases by 1 every 2 levels of the technique (round up).
Flawless Form [Meta-Chakra]
You execute taijutsu moves to perfection.
Prerequisite: Taijutsu 1 ranks
Benefit: This meta-chakra feat can only be applied to a Strike taijutsu technique. Although it
grants no benefits to the technique itself, you gain a +2 competence bonus to attack and
damage rolls until the end of their next turn, after performing the technique successfully. The
technique's chakra cost increases by 1 every 2 levels of the technique (round up).

Hand Seals Mastery [Meta-Chakra]


Further increasing your mastery of seals, you are able to completely ignore them and still
succeed a technique.
Prerequisite: Ninjutsu 12 ranks,, Genius Ninja (Genjutsu or Ninjutsu), One-handed Seals
Benefit: This feat allows the character to bypass the hand seals or half-seals components
when performing a Genjutsu or Ninjutsu technique, thus ignoring the need for one or both
hands free in doing so. He provokes no attacks of opportunity unless the technique has a C
or M component.
Special: If you apply this feat to a technique, it cannot be enhanced by another meta-
chakra feat. Applying this meta-chakra feat to a technique does not always consume a meta-
chakra charge.

Heighten Technique [Meta-Chakra]


You can imbue your techniques with greater power and finesse, making them harder to
command but far more deadly.
Prerequisite: Any 1 meta-chakra feat.
Benefit: This meta-chakra feat, when applied to a technique, allows a character to increase
the technique's effective level by 1, up to 5. This also increases the saving throw DC of the
technique by the set amount. All effects dependent on the technique's Level are calculated
according to the heightened technique.. The chakra cost increases by 3 plus1 every 2 Levels
of the technique (round up).

Hidden Gaze [Meta-Chakra]


Prerequisite: Genjutsu 12 ranks.
Benefit: This meta-chakra feat can only be applied to a Doujutsu genjutsu technique. The
gaze attack cannot be avoided by averting one's gaze, and is delivered as long as the
character is in the targets' line of sight.

The technique's chakra cost increases by 1 every 2 levels of the technique(round up). Blind
creatures are still unaffected by Doujutsu techniques.
Special: If you apply this feat to a technique, it cannot be enhanced by another meta-
chakra feat.

Improved Avoidance [Meta-Chakra]


You gain greater ability to perform defensive maneuvers and to avoid incoming attacks.
Prerequisite: Str 12 or Int 12.
Benefit: Up to 3 times per day, the character can spend a meta-chakra charge when taking
a "defensive maneuver" or "Avoidance technique" action. This action counts towards neither
the technique's use per day nor the maximum use of that specific action per day.
Special: This feat can be selected twice. The second time, the requirements increase to Str
16 or Int 16, and the feat can be used up to 5 times per day.

Maximize Technique [Meta-Chakra]


You are able to manipulate and weave your chakra to gain the best effect from
techniques.
Prerequisite: Empower Technique, Chakra Pool 60, Chakra Control 12 ranks.
Benefit: This meta-chakra feat maximizes all variable, numeric effects of a Genjutsu or
Ninjutsu technique. Saving throws, weapon damage and opposed rolls are not affected, nor
are techniques without random variables. The technique's chakra cost is increased by 3 plus
1 per rank.
Special: If you apply this feat to a technique, it cannot be enhanced by another meta-chakra
feat.

One-handed Seals [Meta-Chakra]


Your extreme ability and genius gives you the uncanny ability to perform hand seals one
handed.
Prerequisite: Ninjutsu 7 ranks, Thievery 6 ranks, Genius Ninja (genjutsu or ninjutsu).
Benefit: A character selecting this feat may use a Genjutsu or Ninjutsu technique with the
Hand Seals component as though they required only Half Seals, meaning that he can
perform techniques requiring Hand Seals with only one hand free.
Normal: A character cannot perform hand seals one handed without this feat.
Special: The character can apply this feat to a technique that has already been enhanced
by another meta-chakra feat. Applying this meta-chakra feat to a technique does not always
consume a meta-chakra charge.

Protective Technique [Meta-Chakra]


Prerequisite: Any 1 meta-chakra feat, Con 14
Benefit: Applying this meta-chakra feat to a Chakra Control or Ninjutsu technique used on
yourself grants you a +4 deflection bonus to Armour class for 1 round. The technique's
chakra cost is increased by 1 every 2 levels of the technique (rounded up).
Special: If you apply this feat to a technique, it cannot be enhanced by another meta-chakra
feat.

Supercharged Technique [Meta-Chakra]


You are able to supercharge a technique to alter its elemental properties.
Prerequisite: Any 1 meta-chakra feat.
Benefit: This meta-chakra feat can only be used with a technique that includes a change in
chakra nature. Half the elemental damage of the appropriate type dealt by the technique is
force damage. The technique's chakra cost is increased by 3 plus 1 every 2 levels of the
technique (round up).
Special: If you apply this feat to a technique, it cannot be enhanced by another meta-
chakra feat.

Underhanded Technician [Meta-Chakra]


Prerequisite: Sneak attack +2d6.
Benefit: You may apply this meta-chakra feat to a Chakra Control or Ninjutsu technique that
targets more than one creature, up to a number of creatures equal to your Intelligence
modifier (minimum 2). If you meet the requirements to deal sneak attack damage, you may
add your sneak attack damage dice to the total damage dealt, and you gain a +4 bonus to
checks made to conceal the chakra cost.
Special: If you apply this feat to a technique, it cannot be enhanced by another meta-
chakra feat.

Widen Technique [Meta-Chakra]


Benefit: This meta-chakra feat allows the character to alter a burst, emanation, line, or
spread shaped technique to increase its area. Any numeric measurements of the
technique’s area increase by 50%, but techniques that do not have an area of one of these
four sorts are not affected by this feat. The chakra cost is increased by 2 plus 1 every 2
levels of the technique (round up).
Quickened Dōjutsu [Meta-chakra feat]
After years of honing your Dōjutsu, activating it requires less focus.
Prerequisites: Perception 8 ranks.
Benefit: You can spend a Meta-chakra charge to activate your Dōjutsu template as a quick
action or spend two charges to activate it as an immediate action.

Selective Technique [Meta-Chakra]


Benefit: This meta-chakra feat allows the character to alter a technique with an area effect
and a duration of instant, to exclude a number of targets equal to the used technique’s
associated ability score modifier. (Intelligence for Ninjutsu, Wisdom for Chakra Control,
Charisma for Genjutsu and so forth.) The technique’s chakra cost is increased by 1 plus 1
every 2 levels of the technique(round up).

Special Feats

Greater Lab Experiment


Prerequisites: Lab Experiment Origin
Benefit: Gain 2 Alteration points to increase your lab mutations.

Alterations

1-Point Alterations

The following Alterations cost 1 point from the Characters Alteration pool.

Advanced Chakra Nature (Ex): You gain the Advanced Chakra Nature feat, requiring at least
one of the base natures to form the nature. The next Chakra Nature you acquire must be the
secondary Nature that makes up the whole of the Advanced Chakra Nature.

Bite (Ex): The Characters maw if full of razor sharp teeth or a beak, giving it a bite attack.
This attack is a primary attack. The bite deals 1d6 points of damage(1d8 if large). If the
Character already has a bite attack, this Alteration allows it to deal 1-1½ times its strength
modifier on damage rolls made with its bite.

Claws(Ex): A Character has a pair of vicious claws at the end of its limbs, giving it two claw
attacks. These attacks are primary attacks. The claws deal 1d4 points of damage (1d6 if
Large). The Character must have the limbs Alteration to take this Alteration. The Alteration
can only be applied to the limbs (legs) Alteration once this Alteration can be selected more
than once, but the Character must possess an equal number of the limbs.

Improved Damage (Ex): One of the Characters natural attacks is particularly deadly. Select
one natural attack form and increase the damage die type by one step. This Alteration can
be selected more than once. Its effects do not stack. Each time a Character selects the
Alteration, it applies to a different natural attack.
Improved Natural Armor (Ex): A Character's hide grows thick fur, rigid scales, or bony plates,
giving it a +2 bonus to its natural armor. This Alteration can be taken once for every five
levels the Character possesses.

Pincers (Ex): A Character grows large pincers at the end of one pair of its limbs, giving it two
pincer attacks. These attacks are secondary attacks. The pincers deal 1d6 points of damage
(1d8 if Large). Characters with the grab Alteration linked to pincers gain a +2 bonus on CMB
checks made to grapple. The Character must have the limbs (arms) Alteration to take the
Alteration. Alternatively, the Character can replace the claws from its base form with pincers
(this still costs 1 Alteration point). This Alteration can be selected more than once, but the
Character must possess an equal number of the limbs Alteration.

Pull (Ex): A Character gains the ability to pull creatures closer with a successful attack.
Select one type of natural attack. Whenever the Character makes a successful attack of the
selected type, it can attempt a free combat maneuver check. If successful, the target of the
attack is pulled 5 feet closer to the Character. This ability only works on creatures of a size
equal to or smaller than the Character. Creatures pulled in this way do not provoke attacks
of opportunity. The Character must have a reach of 10 feet or more to select this Alteration.
This Alteration can be selected more than once, its effects do not stack. Each time a
Character selects this Alteration, it applies to a different natural attack.

Push (Ex): A Character gains the ability to push creatures away with a successful attack.
Select one type of natural attack. Whenever the Character makes a successful attack of the
selected type, it can attempt a free combat maneuver check. If successful the target of the
attack is pushed 5 feet directly away from the Character. The ability only works on creatures
of a size equal to or smaller than the Character. Creatures pushed in this way do not
provoke attacks of opportunity. This Alteration can be selected more than once. Its effects do
not stack. Each time a Character selects this Alteration, it applies to a different natural
attack.

Reach (Ex): One of an Characters attacks is capable of striking at foes at a distance. Pick
one attack. The Characters reach with that increase by 5 feet.

Resistance (Ex): A Characters form takes on a resiliency to one particular energy type,
which is usually reflected in its physical body (ashen hide for fire, icy breath for cold, and so
on). Pick one energy typr (acid, cold, electricity, fire, or sonic). The Character gains resist 5
against that energy type. This resistance increases by 5 for every 5 levels the Character
possesses, to a maximum of 15 at 10th level. This Alteration can be selected more than
once. Its effects do not stack. Each time a Character selects this Alteration, it applies to a
different energy type.

Skilled (Ex): A Character becomes especially adept at a specific skill, gaining a +4 racial
bonus on that skill. This Alteration can be selected more than once. Its effects do not stack.
Each time a Character selects this Alteration, it applies to a different skill.

Slam (Ex): a Character can deliver a devastating slam attack. This attack is a primary attack.
The slam deals 1d8 points of damage (2d6 if large, 2d8 if huge, 2d10 if gargantuan). The
Character must have the limbs(arms) Alteration to take this Alteration. Alternatively, the
Character can replace the claws from its tribe with this slam attack (This still costs 1
Alteration point). This Alteration can be selected more than once, but the Character must
possess an equal number of limbs.

Stinger (Ex):A Character possesses a long, barbed stinger at the end of its tail, granting it a
sting attack. This attack is a primary attack. The sting deals 1d4 points of damage (1d6 if
Large, 1d8 if Huge). The Character must possess the tail Alteration to take this Alteration.
This Alteration can be selected more than once, but the Character must possess an equal
number of the tail Alteration.

Tail (Ex): A Character grows a long, powerful tail. This grants it a +2 racial bonus on
Acrobatics checks made to balance on a surface. This Alteration can be selected more than
once.

Tail Slap (Ex): A Character can use its tail to bash nearby foes, granting it a tail slap attack.
This attack is a secondary attack. The tail slap deals 1d6 points of damage(1d8 if large, 2d6
if huge, 3d6 if gargantuan).

Tentacle/Tongue(Ex): A Character possesses a long, sinuous tentacle or tongue, granting it


a tentacle attack. This attack is a secondary attack with the reach quality. The tentacle or
tongue deals 1d4 points (1d6 if large, 1d8 if huge, 1d10 if gargantuan). This Character can
be selected more than once for tentacles, if tongues then the Character needs more heads
to accommodate the increased number of tongues.

Wing Buffet (Ex): A Character learns to use its wings to batter foes, granting it two wing
buffet attacks. These attacks are secondary attacks. The wing buffet deals 1d4 points of
damage (1d6 if large, 1d8 if huge, 1d10 if Gargantuan). The Character must possess the
flight Alteration, with wings to select this Alteration.

2-Point Alterations

The following Alterations cost 2 points from the Characters Alteration pool.

Ability Increase (Ex): The character grows larger muscles, gains faster reflexes or achieves
greater intelligence. The character increases one of his ability scores by +2. This alteration
can be taken more than once.

Constrict (Ex): A Character gains powerful muscles that allow it to crush those it grapples.
Whenever the Character successfully grapples a foe using the grab Alteration, it deals
additional damage equal to the amount of damage dealt by the attack used by the grab
Alteration. This Alteration is only available to Characters with tentacles, tongues or a
serpentine form.

Flight (Ex ): A Character grows large wings, like those of a bat, bird or insect, gaining the
ability to fly. The Character gains a fly speed equal to its base speed. The Characters
maneuverability depends on its size. Medium or smaller Characters have good
maneuverability. Large Characters have average maneuverability, while huge or gargantuan
characters have poor maneuverability. The flight speed of the Character can be increased
by 20-foot for each additional Alteration point spent. The ogre tribe does not gain wings, and
fly supernaturally, however this flight costs 4 points to them instead, and the cost to increase
speed is 2 instead of 1. However Ogres maneuverability is perfect for Small or medium,
good for large and average for huge and Gargantuan.

Gore (Ex): A Character grows a number of horns on its head, giving it a gore attack. This
attack is a primary attack. The gore deals 1d6 points of damage (1d8 if large, 2d6 if huge,
3d6 if gargantuan).

Grab (Ex): A Character becomes adept at grappling foes, gaining the grab ability. Pick bite,
claw, pincer, slam, tail slap or tentacle attacks. Whenever the Character makes a successful
attack of the selected type, it can attempt a free combat maneuver check. If successful, the
Character grapples the target. This ability only works on creatures of a size category smaller
than the Character or smaller. Characters with this Alteration receive a +4 bonus on CMB
checks made to grapple.

Limbs (Ex): A Character grows an additional pair of limbs. These limbs can take one of two
forms. They can be made into legs, complete with feet. Each pair of legs increases the
Charactered base speed by 10 feet. Alternatively, they can be made into arms, complete
with hands. The Charactered does not gain any additional natural attacks for an additional
pair of arms, but it can take other Alterations that add additional attacks (such as claws or a
slam). Arms that have hands can be used to wield weapons, if the Character is proficient.
This Alteration can be selected more than once.

Trip (Ex): A Character becomes adept at knocking foes to the ground with its bite, granting it
a trip attack. Whenever the Character makes a successful bite attack of the selected type, it
can attempt a free combat maneuver check. If successful, the target is knocked prone. If the
check fails, the Charactered is not tripped in return. This ability only works on creatures of a
size equal to or smaller than the Charactered. The Charactered must possess the bite
Alteration to select this Alteration.

3-point Alterations

Frightful Presence (Ex): A Charactered becomes unsettling to its foes, gaining the frightful
presence ability. The Charactered can activate this ability as part of an offensive action, such
as a charge or attack. Opponents within 30 feet of the Charactered must make a Will save or
become shaken for 3d6 rounds. The DC of this save is equal to 10 + 1/2 the Characters HD
+ the Characters Charisma modifier. If the Characters has at least 4 more Hit Dice than an
opponent, that opponent becomes frightened instead. Foes with more HD than the
Characters are immune to this effect. The Character must be at least 5th level before
selecting this Alteration.

4-point Alterations

Fast healing (Su): A Characters body gains the ability to heal wounds very quickly, giving it
fast healing 1. The Character heals 1 point of damage each round, just like natural healing.
Fast healing does not restore hit points lost due to starvation, thirst, or suffocation, nor does
it allow the Character to regrow lost body parts (or to reattach severed parts). Fast healing
functions as long as the Character is alive. This healing can be increased by 1 per round for
every 2 additional Alteration points spent (maximum 5).
Large (Ex): A Charactered grows in size, becoming Large. The Charactered gains a +8
bonus to Strength, a +4 bonus to Constitution, and a +2 bonus to its natural armor. It takes a
–2 penalty to its Dexterity. This size change also gives the creature a –1 size penalty to its
AC and on attack rolls, a +1 bonus to its CMB and CMD, a –2 penalty on Fly skill checks,
and a –4 penalty on Stealth skill checks. If the Charactered has the biped base form, it also
gains 10-foot reach. Any reach Alteration the Charactered possesses are added to this total.
The Charactered must be Medium to take this Alteration.

Bloodline

Dōjutsu

Byakugan

Acquired/Inherited Template: Acquired/Inherited

Byakugan Eye (Su)


The character has the ability to activate the byakugan eye, this allows him a great deal of
insight and protection in combat as well as an uncanny ability to see through smoke and as
his visual prowess progresses so does his ability to penetrate physical objects or persons
with his sight.

The user can activate the Byakugan eye as a move action, the Byakugan eye costs 3 chakra
to activate and 3 chakra for every 4th turn they’re active. As long as the Byakugan eye is
active the user is granted a +1 bonus to Attack, Defense and reflex saves. It also grants a +4
bonus to sight-based perception. As long as the byakugan eye is active the user can see
through any kind of smoke or mist, thus ignoring any concealment granted by such.
Furthermore the user can penetrate 1 inch of material per bonus granted by this ability as
well as the ability to see chakra as well as detecting lingering Chakra and detecting the
chakra pools of others, effectively allowing him to gauge their potential.

As the user tries to gauge the potential and chakra level of a person he must roll a
perception check equal to target character level+10, he gains a bonus to this roll equal to the
indicated value of his sight-based perception bonus. A Character that knows he’s being
gauged can intentionally react and attempt to seem weaker by rolling a deception check
against the users perception check, the user receives a bonus to this roll equal to the
indicated value. Should the user succeed he immediately gains the knowledge of the amount
of chakra in a characters pool and their reserve.

If used to detect lingering chakra the user must roll a perception check, success indicates he
can gleam the residual chakra in an area and thus confirm that there has been recent chakra
use. The DC of this roll is equal to 30 – the number of Chakra used within the past hour,
each hour after that the DC increases by 5.
Telescopic Eyesight (Su)
The user gains the ability to focus his eyesight, extending it to extreme ranges allowing him
to see far off into the distance. This ability takes five rounds of concentration to activate and
can only be activated while the Byakugan eye is active, once the activation is complete the
user can view in any direction, up to 500 meters per bonus granted by Byakugan eye’s
bonus to sight based perception. While telescopic eyesight is active the ability to penetrate
matter with sight is doubled. This ability lasts for as long as the user concentrates.

Ocular Enlightenment (Su)


With this ability the user can no longer be flanked in any way and he never loses his
dexterity bonus to Armor class unless caught flat-footed or immobile.

Intermediate Byakugan
At 7th level, all your numeric bonuses increase by +1.

Master Byakugan: At 11th level, all your numeric bonuses increase by +1.

Hanshagan

This strange Dōjutsu allows its wielder to dilate his eyes and take in an increasing amount of
light, thanks to the extra reflective capabilities of the eyes he’s able to filter through the
added information and as such his perception increases significantly.

When this Dōjutsu is active, the user’s pupils grow to fill almost the entire iris, with the iris
itself growing to fill the entire rest of the eye. Activating Hanshagan costs 2 points of Chakra
and has an upkeep cost of 2 points of Chakra every 4th round.

Microscopic Sight
The wielders of Hanshagan are capable of seeing things at the microscopic level and,
thanks to their powerful eyes, react to it much quicker. While active, Hanshagan grants the
user a +10 bonus on sight-based Perception and gives him the ability to see things at the
microscopic level, such as seeing Chakra threads, differentiating small microbial life and
even seeing individual water droplets in the air.

Reflective Eyes
Thanks to the eyes’ reflective nature, affecting their wielder with Dōjutsu-based Genjutsu is
incredibly hard. There is always a 50% chance that the wielder avoids the technique entirely,
this chance increases to 85% if the wielder also chooses to avert his gaze.

Evasive Gaze
Thanks to the impressive eyesight and ability to read additional information, visually, the
wielder gains a +4 dodge bonus to armor class while the Hanshagan is activated, as long as
the user is able to see his attackers.

Light Vulnerability
Thanks to the increased intake of light, the user is extremely vulnerable to light-based
attacks such as Flashbangs. The user takes a -4 penalty against such attacks.
Water Droplet Reflection Sight
Tags: Ninjutsu, Requires: Hanshagan active
Lvl: 3 Rank: B-Class LDC: 21
Time: Special
Components: C
Range: Personal Duration: Concentration
Saving Throw: None
Chakra Cost: 2

Effect: Utilizing his ability to view the microscopic world, the user projects his sight onward
through water droplets in the air, allowing him to effectively move his field of vision. The user
can, through the use of this technique, project his sight to anywhere within a 5 kilometers
radius, provided the moisture in the air allows it, by projecting his sight from water droplet to
water droplet. This projected sight allows the user to view a given area as though he was
there himself. However, the user loses awareness around himself as his sight is so focused.
He’s considered flat-footed while this technique is in effect.

Kesshogan

The wielders of this powerful Kekkei Genkai, have long considered themselves on par with
the Hyuga and Uchiha and for good reason, as their eyes possess an equal, if not greater,
level of clarity than those of the big three.

Kesshogan Eye (Sq): This Dōjutsu causes the wielder's eyes to turn ruby red and glowing
with the same colour. While active, the user gains a great deal of visual and aural clarity, as
well as the ability to block another’s visual prowess, hindering their ability to perceive chakra.

The user can activate the Kesshogan as a move action, this costs 3 points of Chaka, a cost
which the user is required to pay every 4 rounds to keep the eyes active. As long as the
Kesshogan eye is active, it grants the user a +1 bonus to Attack, Dodge bonus to armor
class, reflex saves and will saves against Genjutsu. It also grants a +4 bonus on all
perception checks based on sight and hearing. As long as the eyes are active, the user can
pierce through any kind of smoke, mist or similar effect, thus ignoring any concealment
granted by such. Furthermore, the user can penetrate 2 inches of solid material per +1
bonus this ability grants to perception, as well as the ability to see chakra, detect lingering
chakra and allows the user to accurately determine the chakra pools of others.

As the user tries to gauge the potential and chakra level of a person he must roll a
perception check equal to target character level+10, he gains a bonus to this roll equal to the
indicated value of his sight-based perception bonus. A Character that knows he’s being
gauged can intentionally react and attempt to seem weaker by rolling a deception check
against the users perception check, the user receives a bonus to this roll equal to the
indicated value. Should the user succeed he immediately gains the knowledge of the amount
of chakra in a characters pool and their reserve as well as what elemental affinity they
possess.
If used to detect lingering chakra the user must roll a perception check, success indicates he
can gleam the residual chakra in an area and thus confirm that there has been recent chakra
use. The DC of this roll is equal to 30 – the number of Chakra used within the past hour,
each hour after that the DC increases by 5.

Clairvoyance/Clairaudience (Su): The user gains ability to focus his eyesight, extending it
to extreme ranges allowing him to see far off into the distance. This ability takes five rounds
of concentration to activate and can only be activated while the Kesshogan eye is active,
once the activation is complete the user can view in any direction, up to 1000 meters per
bonus granted to perception by the Kesshogan eye. While Clairvoyance is active the ability
to penetrate matter with sight is doubled. Similar to above, the user can also throw his
hearing a similar distance and he isn’t blocked by material one would ordinarily be able to
hear through. This ability lasts for as long as the user concentrates.

Blinding Eyesight (Su): While the Kesshogan is active, the user can decide to block the
ocular clarity of other individuals. This ability blocks the ability to see, sense or otherwise
perceive chakra of anyone within a 30 ft. radius of the user. This also removes the bonuses
granted by any other Dōjutsu against Genjutsu.

Sharper Lense (Ex): At 7th level, all the numeric bonuses granted by the Kesshogan
increase by +1, the perception bonus increases by +2 instead.

Clear as Crystal (Ex): At 12th level, all the numeric bonuses granted by the Kesshogan
increase by +1, the perception bonus increases by +2 instead.

Chakra Ghost Technique


Tags: Genjutsu, Phantasm, Requires: Active Kesshogan
Lvl: 6 Rank: B-Class LDC: 24
Time: 1 Standard action
Components: C
Range: short, 20 ft. radius Duration: Continuous 1 minute
Saving Throw: None
Chakra Cost: 6

Effect: With the Kesshogan active, the user is able to cast a Genjutsu involving the creation
of silhouettes or illusory beings as a means of distraction. The entities are so realistic, that
they even have their own chakra pathway system, and thus fool both the Byakugan and
Sharingan, removing their bonuses to detect Genjutsu. These entities appear to converge on
the targets within the area, attacking them, causing anyone within the area to be flanked. If
an entity is attacked, it simply vanishes in a puff of smoke, to reform a second later. The user
and their allies are considered having cover while within the technique. The area of the
technique is considered difficult terrain, for any target within, as they attempt to avoid their
imaginary enemies.

Kesshogan: Life-Transfer Technique


Tags: Ninjutsu, Medical, Requires: Active Kesshogan
Lvl: 10 Rank: S-Class LDC: 32
Time: 1 Standard action
Components: C, M, H
Range: touch Duration: Maintained 1 round
Saving Throw: None
Chakra Cost: 8
Effect: Through the use of this technique, the user is able to transfer part of their own life
force to completely heal someone on the brink of death. The technique can target a living or
dead creature.

If this technique targets a living creature, the target is healed for 25 hit points every round,
however the user also takes 10 hit points worth of damage every round. The user can
increase the amount healed in a given round by +15 hit points, by taking a point of
Constitution damage.

If the technique targets a dead creature, the user can bring it back from the dead. However,
doing so imposes 1 negative level upon the user for each HD of the target the user wants to
bring back. This increases by +1 additional negative level, for each day the target has been
dead. If a user cannot pay the cost, they can choose to sacrifice their own life to bring a
target back from the dead. A target brought back from the dead, returns with 0 hit points,
after which the user can continue the technique as if targeting a living. A user must roll a
fortitude save, 24 hours after attaining a negative level to remove it. If they fail, they can
attempt again a week later.

Ketsuryūgan

Cost: To activate the Ketsuryūgan, the user must pay 1 point of Chakra every 3 rounds to
keep it active. Activating it constitutes a swift action.

Eyes of the Dragon: The special Blood red Dragon eyes of the Chinoike clan allows its user
to boost the power of his Doujutsu, even beyond the capability of the renowned Sharingan.
While active DC to resist any Doujutsu Genjutsu employed by the user is increased by +2,
and the user gains a +4 inherent bonus on saves to resist any Doujutsu employed against
them. Lastly, the user gains +2 bonus on Perception and Sense Motive checks.

Hypnotic Eyes: While active, the user can choose to spend a move action to activate a
Hypnotic Eye gaze attack. This gaze attack extends up to 10ft away from the user and
requires a Will save DC 10+half HD+Charisma modifier to resist. On a failed save the target
becomes fascinated with the user’s eyes, stopping their movement and simply stares at the
target's eyes. This makes it very easy for the Ketsuryūgan user to employ follow-up
Doujutsu. As with all fascination conditions, obvious aggressive behaviour ends the effect
immediately.

Will over Blood: The Ketsuryūgan allows its user to affect liquids with high iron contents,
such as blood. This has led to the development of some truly terrifying techniques, but the
most fundamental power is of the user to manipulate the trickling of his own blood and that
of his opponents. First, the user is entirely immune to bleeding. Second, by spending a move
action and by focusing his gaze upon any opponent that has taken Piercing or Slashing
damage in the last turn, and that hasn’t received healing yet, the user can cause the target
to immediately begin bleeding, taking 1 point of bleed damage per turn, this increases by +1
at level 6, 11 and 16. If a target is already bleeding, this additional bleed damage stacks with
previous bleeding. Any form of healing halts this bleeding, as does a medicine roll DC 15.

Tactile Genjutsu: While the Ketsuryūgan is active, the user can apply any Doujutsu through
a touch attack instead of catching an opponent’s eyes. This removes the increased DC
granted by Eyes of the Dragon, but allows them to target individuals that specifically avert
their gaze. This requires a touch attack as part of the casting of the Doujutsu.

Genjutsu: Ketsuryūgan
Tags: Genjutsu, Gaze, Requires: Ketsuryūgan active
Lvl: 6 Rank: B-Class LDC: 24
Time: Special
Components: C
Range: Short Duration: Special
Saving Throw: Will negates
Chakra Cost: Special

Effect: Similar to the Genjutsu: Sharingan, this Doujutsu allows its user to place their victims
under powerful Genjutsu effects with a single gaze. When the user employs this technique,
they must choose one of the effects below at the time of casting. To employ this Genjutsu,
the target must currently be under the sway of the Ketsuryūgan’s Hypnotic Eyes. succeeding
at any will save to break one of the following techniques, breaks the target free of the
Hypnotic eyes. While the user is employing this particular technique, he needs not pay the
usual upkeep cost of the Ketsuryūgan.

Draconic Domination: Through this technique, the user creates near-mindless slaves to do
his bidding. The target makes a will save immediately, if they fail the user spends one minute
to put them under the user’s swey. This results in a brainwashed minion that can be given
only simple, one-sentence orders. While under this Genjutsu the target is staggered, as the
users will and its own will constantly vie for control. This technique can only be employed
upon a target with a HD of 5 less than the user's Genjutsu skill. As such, a user with 16
Genjutsu skill ranks could dominate a HD 11 opponent. Using this Technique costs 6
Chakra.

Extract Brain: This was often thought as one of the more feared applications of the
Ketsuryūgan, as it allows the Chinoike to extract information buried deep in the target's
mind. If the target fails its save, the user can spend 10 minutes in deep concentration to sift
through a target's mind to extract 1 piece of information that can be answered with a brief
one-sentence answer. For each 10 minutes spent, the user can extract an additional piece of
information. Up to 1 piece of information can be extracted per target, for every 5 Genjutsu
skill rank the target has. A successful Will save negates this ability. This technique costs 4
Chakra per 10 minutes spent extracting information.

Mind Trap: By layering Genjutsu upon his own mind, the user of Ketsuryūgan can trap a
target that attempts to place the user under a Doujutsu. Using this technique costs 5 points
of a Chakra and can be activated as an immediate action when an opponent attempts to
place the user under Doujutsu Genjutsu or when someone attempts to read the user’s mind.
The target must attempt an immediate will save, on a success their actions proceed
unhindered. On a failure, the target’s attempt is foiled and his mind is locked inside a dream
world where he sees what the Ketsuryūgan user wants him to see. The target is knocked
unconscious while within the world, each turn after the first the target can attempt a new will
save to wake up. If he fails three will saves in a row, he’s knocked out for the next 24 hours
as his mind is tormented inside the dream world, taking 2d4 points of Wisdom and Charisma
damage. This technique does not require the target to be subject to the Hypnotic Eyes
ability.

Rinnegan

Acquired/Inherited Template: Acquired

Sharingan Perceptions (Ex): While the Rinnegan is active, you gain the bonuses as if you
had a Mangekyou Sharingan active. You can activate your Susano’o and derived
techniques, but not your Mangekyo Sharingan or ordinary Sharingan Techniques.

Overwhelming Chakra (Ex): You gain a bonus to your Chakra pool equal to four times your
level. You gain a bonus to your Chakra reserve equal to four times your level.

Visual Prowess (Ex): The character gains the ability to See through Chakra while the
Rinnegan is active.

Chakra nature mastery (Ex): You gain access to all five basic chakra natures.

Black Chakra Receivers (Ex): You can spontaneously generate Black Chakra Receivers,
these can be embedded into other living beings, allowing you to transmit your chakra over
great distances. This not only grants them the visual prowess of the RInnegan, but also
allows you to see through their eyes. A Black Chakra Receiver can also be used as a
weapon, in this case it functions as a Master crafted Tanto. Except it deals Bludgeoning and
Piercing Damage. Black Chakra Receivers can only be created while the Rinnegan is active.

Special: Black Chakra Receivers can be implanted into corpses, allowing you to utilise your
chakra to animate them and control them as if you’d control yourself. An animated corpse
can’t be of a level higher than your own minus 5. The corpse cannot use any of the abilities it
had in life, only its physical ability scores, Bab and Saves remain. It gains your mental ability
scores. However, a Corpse gains your Rinnegan and the Visual prowess of your Rinnegan,
moreover you can invest a corpse with a single Path ability, for it to use at your direction.
Thanks to your advanced Chakra control, you can direct up to six different corpses at once,
each acting as their own individual entities, though at your complete direction. For each of
these paths, you’ve animated you have the penalty of one negative level.

Ability Scores: Gain +2 bonus on all ability scores

Skills: Gain a +6 bonus to all Shinobi skills

The Six paths


You gain access to the following unique techniques the moment you awaken the Rinnegan.

Animal Path
Tags: Ninjutsu, Space-time, Requires: Rinnegan active
Lvl: 15 Rank: S-Class LDC: None
Time: 1 Move action
Components: S, C
Range: Short Duration: Special, summon
Saving Throw: None
Chakra Cost: Special, as their summon cost

Effect: This technique grants you the ability to use the summoning technique to call upon
any creature of your choice. You need no Blood pacts and have access to Elites and
Paragons right off the bat. However all of your creatures possess the Rinnegan, granting you
access to their field of vision. Furthermore they’re all pierced with Black Chakra receivers
(See above), which allows you to fuel them with your chakra as needed. None of your
creatures can speak, though some of them may employ Jutsu all the same. You can also
use this technique to summon your allies to you, you must first invest these allies with some
of your chakra requiring a chakra control roll DC 20 and paying 5 points of chakra. Once
done these can be summoned at will.

Deva Path
This technique grants you the ability to control attractive and repulsive forces. One round
has to pass between each use of this ability.

Universal Pull
Tags: Ninjutsu, Requires: Rinnegan Active
Lvl: 15 Rank: S-Class LDC: 27
Time: 1 Move action
Components: C
Range: 100 ft. Duration: Instant
Saving Throw: None
Chakra Cost: 2

Effect: You target a single creature within 100 ft of you, roll Ninjutsu against the target's
CMD. On a success, the target is instantly pulled through the intervening space, to land in a
square right in front of you, in a square of your choosing. You must have a direct line of
effect to the target you chose to pull.

Almighty Push
Tags: Ninjutsu, Requires: Rinnegan Active
Lvl: 15 Rank: S-Class LDC: 27
Time: 1 Standard action
Components: C
Range: 10 ft burst Duration: Instant
Saving Throw: None
Chakra Cost: 5

Effect: You can push anything within 10ft of you directly away from you. You roll Ninjutsu
against the CMB of anyone within this area, on success they’re flung backwards to the
perimeter of this area plus an additional 30ft, taking 6d6 points of bludgeoning damage. For
each additional 5 points of chakra the user spends, he can double the area of effect. This
effect stacks, Spending an additional 15 points of chakra would increase the range to 80ft.
For each additional 20ft something is flung, it takes an additional 2d6 points of damage. For
each additional doubling of range, the technique needs to cool down for an additional round.
Avoidance Technique: The user can utilize this technique as an avoidance maneuver
whenever someone comes within range of the technique, or fire any physical ranged attack
at him. The user then rolls Ninjutsu against the DC of technique, the Atk roll of an attack or
the CMD of an enemy. On a success the attacks or techniques are turned away. Enemies
are affected by the technique as per normal.

Special: This technique cannot be used on the round following its most recent use.

Planetary Devastation Technique


Tags: Ninjutsu, Requires: Rinnegan Active
Lvl: 15 Rank: S-Class LDC: 37
Time: 1 Full-round action
Components: H, C, M
Range: Long Area: 300 ft. burst Duration: Permanent
Saving Throw: Fortitude partial
Chakra Cost: 30

Effect: The user creates a black sphere of extreme gravity between their hands, that they
then hurl either at a target or into the sky where it generates a powerful attractive force,
pulling everything in the vicinity to it until a large satellite is created from the rubble. The
technique is often used as a method of restraining a target and sealing them away. The
Technique can be used in one of two ways, targeted or area.

Area: When used as an area, it pulls in everything within its area over the course of 3
rounds. Each round, targets must make a successful Fortitude save or be pulled to the
satellite, to subsequently be buried by ruble. Each turn within this area, anyone without the
Rinnegan takes 5d10 points of Bludgeoning damage. If a target gets stuck to the satellite it
will take 10d8 points of Bludgeoning damage per turn as the gravitational forces keep pulling
a target in towards the core. Each turn a target can attempt to free themselves with a
successful DC 30 Strength check, otherwise a target is considered pinned for as long as
they’re trapped within the satellite.

Targeted: When used against a target, the user must make a ranged touch attack. On a
success the target takes 10d8 points of bludgeoning damage, begins to float into the air and
pulls additional terrain matter onto the target. If the target does not succeed on a Fortitude
save, this goes on for 3 turns, wherein the target of the technique takes 10d8 points of
bludgeoning damage as the gravitational forces continue to crush him from all sides, while
rubble pummels him from without. A target is considered pinned for as long as they’re
trapped within the satellite, but can break free with a successful DC 30 Strength Check.

Whatever way this technique is used, the satellite’s formation completely wrecks the nearby
area, crushing buildings, uprooting trees, and pulling up water. Creating difficult terrain within
a 300 ft. area of the technique.

Satellites are permanent and remain in the air, hovering 100 ft. above ground, until
destroyed. A Satellite has Hardness 15 and 200 hit points. Breaking a satellite frees the
target within.
If a Tailed Beast is ever the target of this technique, they gain no save and their chakra is
completely sealed, making them unable to access it. Additionally, they do not gain any
strength check to break free and can only be freed from outside interference.

Human Path
Tags: Ninjutsu, Requires: Rinnegan Active
Lvl: 15 Rank: S-Class LDC: 27
Time: 1 Standard action
Components: M, C
Range: Touch Duration: Instant
Saving Throw: Special, see text
Chakra Cost: 6

Effect: This path allows the wielder of the Rinnegan to extract the soul of someone to
absorb. Absorbing a soul refreshes your chakra, granting you one point of chakra for your
reserve, equal to the HD of the soul you’ve absorbed. This only goes for sentient beings. By
absorbing a soul you’re also afforded the chance to sift through its mind, recovering any bit
of intel you might desire. This includes the knowledge about hidden or forbidden Jutsu. To
utilize this ability you must first succeed at a touch attack, as a standard action, then the
target is allowed a Fortitude or Will save, their choice. Failure instantly slays a target if
they’re HD is at least 5 below your own, otherwise they take 2d6 points of damage per user
level, success leaves them exhausted from the tug-of-war between their souls.

Preta Path
This path allows the user to absorb chakra, this can be done in one of two ways.

Preta Touch
Tags: Ninjutsu, Requires: Rinnegan Active
Lvl: 15 Rank: S-Class LDC: 27
Time: 1 Standard action
Components: M, C
Range: Touch Duration: Instant
Saving Throw: None
Chakra Cost: None

Effect: The user of this technique can absorb Chakra with a touch, a simple melee touch
attack drains 2d6 points of chakra from a target. Half of this Chakra is added to your own
Chakra pool. (Pool first, then Reserve). If the user is grappling a target, he drains 4d6 points
of chakra every turn, adding only half back to his pool as with the melee touch attack.

Blocking Technique Absorption Seal


Tags: Ninjutsu, Requires: Rinnegan Active
Lvl: 15 Rank: S-Class LDC: 27
Time: 1 Free action
Components: C, M
Range: Personal Duration: Instant
Saving Throw: None
Chakra Cost: 3

Effect: The user can shield himself from Ninjutsu. Once per round as a free action, the user
can absorb a Ninjutsu that includes the user in the area of effect. Absorbing such a ninjutsu
negates its effects as well as adding half of its cost to your chakra pool. The user can also
prepare an action to absorb incoming Ninjutsu, allowing him to perform 3 of such
absorptions in a round.

Naraka Path
Tags: Ninjutsu, Requires: Rinnegan Active
Lvl: 15 Rank: S-Class LDC: 27
Time: Special
Components: C
Range: Special Duration: Special
Saving Throw: Special
Chakra Cost: Special

Effect: This path confers control over the King of Hell. The King of Hell can be used in one
of three ways; Interrogation, Reconstruction and Transportation.

Interrogation: The user must successfully grapple a target before trying to interrogate them.
Once grappled the user can initiate the interrogation, the target is instantly afforded a will
save in an attempt to negate the Interrogation effect. On a failure, the target is paralyzed
while the King of Hell manifests behind the user, and grabs a hold of an apparition of the
target's life-force. This apparition takes the form of an engorged tongue, held by the king of
hell. The user can then interrogate the target as he sees fit, however should the target lie
their life-force will be consumed by the King of Hell and be instantly killed unless they
succeed on a fortitude save, Failure instantly slays a target if they’re HD is at least 5 below
your own, otherwise they take 2d6 points of damage per user level. On a success they take
1d6 points of damage per user level as the King of Hell tugs on the target's life-force
Activating this ability costs 5 points of Chakra.

Reconstruction: With this the user can conjure the King of hell, doing so allows the king of
hell to consume the corpse of anyone currently imbedded with your black chakra receivers
and controlled by you. Over the course of three full round actions the corpse is reconstructed
and brought back to “life”, allowing it to be controlled by the Rinnegan wielder once more.
Doing so costs 10 points of chakra.

Transportation: The user conjures the king of hell to utilize the hellish dimension within it, to
store items and people. Anything of size Large or smaller can be stored within, with no limit
to what can be contained in total. Anything within is held in suspended animation, being
completely unconscious with no need for food, drink, rest and without aging. Anything stored
within can be expelled as a standard action, by the wielder of the Naraka path. Using this
ability costs 5 points of chakra.

Asura Path

With this path, the wielder of the Rinnegan can manifest a myriad of technological
advantages thanks to his ability to manipulate material forces.

Special: When the Asura path is bequeathed onto a corpse through the Black Chakra
Receivers, the corpse gains an entirely mechanical appearance and increases its natural
armor class bonus by +4 and increases its strength by +4.
Asura Modifications
Tags: Ninjutsu, Requires: Rinnegan Active
Lvl: 15 Rank: S-Class LDC: 27
Time: 1 Swift action
Components: C
Range: Personal Duration: Maintained 3 minutes
Saving Throw: None
Chakra Cost: Special

Effect: Through the use of this technique, the Rinnegan wielder can manifest additional
arms or other weaponry, without additional cost he can also cause the manifested
appendages to retreat back into his body. The user can manifest up to 4 additional arms, 2
additional faces and 1 tail.

The arms grant you 4 Slam attacks dealing 1d6 points of damageThe arms can also
alternate the type of damage they deal, by manifesting mechanical weapons from them.
Such a weapon can be any melee weapon with which the user is proficient, however if a
weapon requires two hands it also needs two arms to manifest. Each arm manifested costs
3 chakra, and every transformation into a weapon costs 2 points of chakra.

The additional faces cost 3 Chakra points and grant you all-around vision.

With the tail the user can manifest a large serrated blade from his back, this blade functions
much like a prehensile tail. This grants the user a Tail-blade attack, dealing 2d8 points of
slashing damage and 1d6 points of bleeding damage. Manifesting this tail costs 5 points of
chakra

All of these attacks are secondary, taking a -5 penalty on attack rolls. Any manifested limb
functions with +4 Strength.

Additionally, as a move action the user of the Asura path can propel himself forward through
a burst of Chakra from his feet, allowing him to cover 60ft of distance. This can be used
during a charge, increasing your distance of a charge by an additional 60ft.

Flaming Arrow of Amazing Ability


Tags: Ninjutsu, Requires: Rinnegan Active
Lvl: 15 Rank: S-Class LDC: 27
Time: 1 Standard action
Components: C, M
Range: 30 ft. Duration: Instant
Saving Throw: None
Chakra Cost: 4

Effect: The user can choose to fire one of his hands, including those manifested by Asura
Modifications, as a ranged attack. The hand flies off as a rocket, requiring a ranged attack to
hit. On a hit, the target takes 5d8 points of bludgeoning damage. The hand itself remains
unharmed, as it’s protected by chakra. It also returns to the user at the end of the following
round. The hand's power is such that it ignores 10 points of Hardness and Damage
Reduction.

Flaming Arrow Warhead


Tags: Ninjutsu, Requires: Rinnegan Active
Lvl: 15 Rank: S-Class LDC: 27
Time: 1 Standard action
Components: C, M
Range: Special Duration: Instant
Saving Throw: Reflex half
Chakra Cost: 3

Effect: The user can fire a volley of 6 rockets, covering a 10ft area up to 100 ft away per
rocket. Each rocket deals 6d6 points of bludgeoning damage, a successful reflex save
halves this damage.

Asura Attack
Tags: Ninjutsu, Requires: Rinnegan Active
Lvl: 15 Rank: S-Class LDC: 27
Time: 1 Standard action
Components: C, M
Range: Special Duration: Instant
Saving Throw: Reflex half
Chakra Cost: Special

Effect: The user can also manifest a powerful Chakra cannon from an arm or the top of his
head, utilizing this cannon requires a full round action and deals 1d10 points of damage per
Chakra spent to activate it, up to a maximum of the user's level. The ray is a 15ft wide 100ft
long line. A successful reflex save halves the damage.

Outer Path - Samsara of Heavenly Life Technique


Tags: Ninjutsu, Requires: Rinnegan Active
Lvl: 15 Rank: S-Class LDC: 37
Time: 1 Full-round action
Components: H, C, M
Range: Special Duration: Instant
Saving Throw: None
Chakra Cost: All the user’s remaining Chakra, likely their life

Effect: The user sacrifices his remaining chakra, and likely his own life to revive someone
from death. The number of targets the user can revive is equal to ten HD per point of chakra
spent as well as ten HD for each hit point you had left before using this technique. As such
with 50 remaining chakra and 100 HP you’d be able to revive up to 1500 HDs worth of
people. Once this technique concludes, the user must roll a fortitude save with a DC of 17 +
1 for each 10 HD worth of individual they have revived in total, over their life.

Sharingan

Acquired/Inherited Template: Acquired/Inherited


To activate the Sharingan eye the user must use a move action and concentrate, an action
that doesn’t provoke attacks of opportunity. A Sharingan activates the first time when a
potential wielder feels an extraordinary amount of emotional stress, be it positive or negative.

The Sharingan Eye costs 1 point of chakra every 2nd round.

Eye of Insight (Ex)


While active the character receives a +1 bonus to his attack rolls, AC, Reflex saves, Will
saves against Dōjutsu and Sight based perception checks as well as Darkvision. As long as
the wielder of the Sharingan has seen one use a technique he does not require any other
medium of learning, his sharingan eye provided him with all the information he needs to
learn the technique. However, learning only from the information provided by the Sharingan
eyes increases the LDC by +4 and increases the number of Modules between Tests by +3, -
1 per time they’ve seen the technique performed to a minimum of +1. If the wielder of the
Eye of Insight has a teacher that can show him the technique, he reduces the modules
between tests by -3.

Unbeknownst to many, the Sharingan eye doesn’t just allow a wielder to copy the jutsu and
bodily movements of others, but also boosts anything involving reading lips, remembering a
string of numbers or other kinds of sight based detail, to inhuman levels. Any such checks
gain a +6 bonus. The wielder is also able to see chakra (Not the base ability) for as long as
the Sharingan Eye is active, this allows him to identify whether or not someone is under a
Genjutsu, and identify which Genjutsu is currently affecting a target with minimal effort
gaining a +4 bonus on such a check, moreover the user can recognize a person by the
signature and colour of his chakra this is done with a perception check opposing the targets
deception check.

Eye of Hypnotism (Ex)


The character gains access to the technique Genjutsu: Sharingan once they reach level 6.
Lastly, the wielder's Gaze techniques increase both their performance level and DC by +1.

Second Tomoe (Ex)


As the wielder increases in strength, so does the power of their eyes. As a wielder reaches
5th level, he gains his second Tomoe in his eye. This increases all numeric bonuses granted
by the Sharingan Eye by +1, and reduces the amount of modules needed with a teacher by -
2.

Third Tomoe (Ex)


As the Wielder gains his last Tomoe at 9th level, all of their numeric bonuses increase once
more by an additional +2, and reduces the amount of modules needed with a teacher by an
additional -2.

Techniques of the Sharingan

Genjutsu: Sharingan
Tags: Genjutsu, Gaze, Requires: Sharingan Eye active
Lvl: 6 Rank: B-Class LDC: 24
Time: Special
Components: C
Range: Short Duration: Special
Saving Throw: Will negates
Chakra Cost: 2

Effect: Through the Eye of Hypnotism the user can place the target under brief but powerful
Genjutsu effects, Genjutsu: Sharingan is an incredibly versatile technique allowing for a
variety of effects below. Genjutsu:Sharingan can only be used once per encounter.

Daze: This effect requires an immediate action, if the target fails a will save they’re Dazed for
the rest of their round.
Sleep: This effect requires a standard action. If the target fails their save, they fall asleep for
1 minute.
Minor Illusion: This effect requires a standard action. If the target fails their save they fall
under your genjutsu. You can create a single minor alteration, changing the appearance, feel
and smell of 1 cubic feet. This effect lasts 1 minute.
Genjutsu Link: You can spend a standard action to send someone a message, this message
can be anything that can be related in 10 minutes conversation. This can be achieved
through images or actual talks. This takes place over the course of an instant.

Mastery
At mastery level 2 and 4 you can use Genjutsu:Sharingan an additional time per encounter.

Coercion: Sharingan
Tags: Genjutsu, Gaze, Compulsion, Requires: Sharingan Eye active, Mangekyou Sharingan
awakened, Derived: Genjutsu: Sharingan
Lvl: 11 Rank: S-Class LDC: 33
Time: 1 Standard action
Components: C
Range: Short Duration: Continuous 1 day
Saving Throw: Will negates
Chakra Cost: 14

Effect: With a single glance, the user of this technique can force nightmarish and world
altering genjutsu on his victims, overpowering them and bringing them to their knees in
service.

A target that fails their initial save, they fall under the sway of the techniques user, as the
user projects images into the target's mind to ensure cooperation. A target controlled
through this technique can be given commands by the user, either verbally or through eye
contact, and will obey them to the best of their abilities. These commands can be as simple
or as intricate as the user wants them to be. Allies of the target can make a Perception
check with a DC equal to the 11 + the users Deception skill modifier. If the ally succeeds,
they notice the target is behaving weirdly.

If a target is made to take an action that is directly against its nature or obviously suicidal, it
gains another save to break the effects of Coercion: Sharingan.

If a tailed beast is targeted by this technique, they take -10 penalty on their will save and
they cannot voluntarily try to break the Genjutsu. If used against a Jinchuriki, the user can
hypnotise the tailed beast to block a Jinchuriki’s access to the powers granted to them by
their tailed beast.
Mastery
At mastery step 1 and 3, the technique's duration extends by 1 day.
At mastery step 5 the technique's duration changes to Maintained 1 day.

Mangekyou Sharingan

Through years of practice and much luck you’ve unlocked the ultimate Sharingan Eye,
though you’ve had to lose someone or something you loved dearly. Only this loss can
awaken the Mangekyo Sharingan and all the benefits that come with it.

Acquired/Inherited Template: Acquired


Special: Severe emotional excitement, be it love, loss or rage.

Benefit: The Character immediately gains the use 2 of the “Mangekyou” Jutsu, and must
assign each to one of his eyes, furthermore he gains the use of The Mangekyo Sharingan
Eye ability.

Mangekyo Sharingan Eye (Ex): The character can activate the Mangekyo Sharingan eye
as a free-action, that does not provoke an attack of opportunity. The Sharingan Eye must be
active to activate this ability. While active the cost of the Sharingan eye increases to 2 every
2nd turn. Or 2 every 5 turns if the user has Extended Sharingan. While active the bonus from
Sharingan Eye’s Eye of Insight and Eye of Hypnotism increase by +1. Because this
technique is so straining, the user runs a very real risk of becoming blind. Activating
Mangekyo Sharingan imposes 1 point of Sharingan Blindness, this cost strikes every time
the upkeep is paid.

Sharingan Attack Roll Defense Sight-based Reflex Save Special


Blindness Perception

4 - - -2 - Fatigued for 30 minutes

5-7 -1 -1 -3 -1 Fatigued for 1 hour

8-10 -2 -1 -4 -1 Fatigued for 1 and a half hour

11-13 -2 -2 -4 -2 Fatigued for 2 hours

14-16 -3 -2 -6 -2 Exhausted for 1 hour, Fatigued for the day

17-19 -3 -3 -7 -3 Exhausted for 2 hours, fatigued for the day

20-22 -4 -3 -8 -3 Exhausted for 3 hours, fatigued for the day

23-25 -4 -4 -9 -4 Exhausted for 3 hours, fatigued for 2 days

26-29 -5 -4 -10 -4 Exhausted for 5 hours, fatigued for 4 days.

30 -5 -5 Special -5 Blinded. Exhausted for the day,


The “Special” penalties of Sharingan Blindness first kicks in after the encounter stops, in
which they were attained. Unless the character reaches 30, in which case he’s instantly
blinded and exhausted for the day.

Sharingan Blindness counts as ability damage and heals at the rate of 1 per day, full bed
rest and complete restricted use of the Sharingan eye or Mangekyo Sharingan eye doubles
points healed in a day.

One-eyed Blindness: All penalties are halved, rounded down due to the fact of the
blindness only descending upon one eye.

Eternal Mangekyou Sharingan


Through the absorption of another Mangekyo Sharingan eye, you have unlocked the
Sharingan eye's final form.

Prerequisite: Mangekyou Sharingan

Acquired/Inherited Template: Acquired

Acquired by: The Character must have a pair of Mangekyo Sharingan eyes implanted from
another person who awakened them, while you yourself have managed to awaken yours.
.
Benefit: The User will never take penalties to their Attack, Defense, Sight-based Perception,
Reflexes or be permanently blinded from use of the Mangekyo Sharingan. The Sharingan
Blindness points only work towards accounting for the level of exhaustion a character feels.

Mangekyo sharingan Techniques

Genjutsu: Mangekyou Sharingan


Tags: Genjutsu, Gaze, Requires: Mangekyou Sharingan Eye active, Derived: Genjutsu:
Sharingan
Lvl: 12 Rank: A-Class LDC: 32
Time: Special
Components: C
Range: Short Duration: Special
Saving Throw: Will negates
Chakra Cost: 4

Effect: Like with its parent Technique, the Genjutsu: Mangekyou Sharingan is an extremely
versatile technique and builds upon the concepts of the Genjutsu: Sharingan technique.
Similar to the parent technique, this technique gives access to a broad variety of effects,
though much stronger than the basic Genjutsu: Mangekyou Sharingan.

Stun: This effect requires an immediate action, if the target fails a will save they’re stunned til
the beginning of their next round.
Sleep: This effect requires a standard action. If the target fails their save, they fall asleep for
5 minutes.
Major Illusion: This effect requires a standard action. If the target fails their save they fall
under your genjutsu. You can create multiple alterations, changing the appearance, feel and
smell of 50 cubic feet. This effect lasts 5 minutes..
Genjutsu Link: You can spend a swift action to send someone a message, this message can
be anything that can be related in a 20 minutes conversation. This can be achieved through
images or actual talks. This takes place over the course of an instant and the recipient can
reply in kind.

Special Mangekyou Techniques


When you achieve the Mangekyo Sharingan, you immediately awaken an ability in one of
your eyes. Should you be lower level than the Rank of the Technique, you spend the
difference as extra chakra and gain it as additional Sharingan Blindness when you employ
the technique.

Awakening your ability in the other eye, works exactly like learning a new technique however
you need no teacher. Techniques with an ability in both eyes, function similarly. You learn
the ability of one eye, training to learn the ability of the other eye.

Amaterasu
Tags: Ninjutsu, Fire Release, Requires: Mangekyou Sharingan Active
Lvl: 11 Rank: S-Class LDC: 33
Time: 1 Standard Action
Components: C
Range: Short Duration: Special
Saving Throw: Reflex, Special See text
Chakra Cost: 7

Effects: Often called the Pinnacle of the fire release, though a misconception. While
Amaterasu is indeed similar to fire style, it is also so much more. Amaterasu ignites the black
flames of the Blaze Release, fire that burns so hot it actually burns fire. Amaterasu is one of
the techniques one can awaken along with their Mangekyou Sharingan, Amaterasu never
needs a roll to hit, it always hits where the user looks. The target of Amaterasu is afforded a
single reflex save at a +5 difficulty. On a failed save the target takes 10d6 points of Blaze
damage, and instantly catches on fire dealing 2d6 points of blaze damage every turn. This
fire burns for 7 days and 7 nights and thus cannot be put out, and must be removed by
taking off clothes, scraping off flesh or other such actions. Whatever the case the target must
deal 2d6 points of damage to himself, in order to remove the afflicted area. The only way to
quell the flames of Amaterasu other than removing the afflicted area is by sealing it with an
“Advanced sealing: Fire seal Technique”.

This Technique is extremely straining on the caster, causing the eye that casts it to bleed,
afflicting the user with 4 points of Sharingan Blindness.

Mastery
Mastery level 2 and 5 decreases the Sharingan blindness by 1 point.

Kagutsuchi
Tags: Ninjutsu, Fire Release, Requires: Mangekyou Sharingan active
Lvl: 11 Rank: S-Class LDC: 33
Time: Special
Components: C
Range: Special Duration: Special
Saving Throw: Special
Chakra Cost: 3
Effects: This technique must be coupled with the Amaterasu, it is unique in that it allows the
user to apply shape transformation to the black flames of the Amaterasu flames, effectively
allowing the user to develop derived techniques for the black flames.

Additionally, whenever the user employs Amaterasu he can employ one of the following
basic shape transformations to modify the black flames. Each use costs 3 Chakra and
causes 1 Sharingan Blindness.

Cone: The Amaterasu flames extend outward from the user in a 15ft cone, due to the spread
the Amaterasu only gains a +2 to its Reflex DC.

Line: The flames of Amaterasu spike outward in a 20ft line. Due to this shape extending
effect, the Amaterasu only gains +3 to its Reflex DC.

Burst: Black Flames shoot out from the user in a 10ft burst around himself.

Cloak: The user cloaks himself in the black flames of Amaterasy for 2 rounds, anyone who
attacks the user with unarmed attacks takes 5d6 Blaze damage and catches fire like with
Amaterasu, which can be avoided with a simple ordinary Reflex Save. Weapons that strike
the black flames are also at risk, they catch fire like anyone else would, however weapons
that aren’t somehow Chakra Enhanced, like the 7 Ninja Swords of Kirigakure, do not apply
their Hardness against the Blaze damage.

Weapon Coat: The user coats his weapon with Amaterasu flames, thanks to his Kagutsuchi
he can prevent his weapon from taking damage from the flames. A weapon coated with
black flames deals 3d6 points of Blaze damage on every hit, catching fire from a weapon
coated flame only deals 1d6 points of Blaze damage per turn.

Lastly, the user can manipulate existing Amaterasu flames. This allows him to extinguish the
flames or if enough is present, he can manipulate it into one of the above techniques. If used
this way, Kagutsuchi costs 5 Chakra and causes 3 points of Sharingan Blindness.

Tsukuyomi
Tags: Genjutsu, Gaze, Requires: Mangekyou Sharingan active
Lvl: 11 Rank: S-Class LDC: 33
Time: 1 Standard Action
Components: C
Range: Short Duration: Continuous: 1 round
Saving Throw: Will negates
Chakra Cost: 8

Effect: This is the epitome of Gaze Genjutsu, this technique is one of the Techniques you
can awaken along with your mangekyou sharingan. This technique allows the user extensive
control over the victims perception of time and the victims senses, allowing the caster to
deliver huge amounts of mental punishment or to deliver intimate messages in short time.

When used as an attack Tsukuyomi has disastrous consequences for the target, on a failed
saving throw the user can trap the target in a dream world torturing it for 24 hours, or so it
feels for it lasts only an instant in the real world. This technique deals 1d4+2 points of
Wisdom and Charisma drain per day the victim is trapped and tortured, the Technique also
deals 5d6 points of hit point damage, causing blood to seep from the victims eyes and ears.

When used to deliver a message the caster can show his target whatever he desires for him
to see, in so far the scenes doesn’t extend past the time of Tsukuyomi’s ability These scenes
can play out exactly how the caster wishes, though never maliciously.

The strain of this technique causes 4 points of Sharingan blindness.

Mastery: Mastery Level 2 and 5 allows the caster to extend the attack of Tsukuyomi by one
additional day, each added day costs an extra 6 points of chakra. Each day increases the
Wisdom and charisma drain by 1d4 and 2d6 points of Hit point damage.

Limbo
Tags: Ninjutsu, Requires: Mangekyou Sharingan active
Lvl: 11 Rank: S-Class LDC: 33
Time: 1 Standard action, Special
Components: C
Range: Medium Duration: Continuous: 11 rounds
Saving Throw: None
Chakra Cost: 7

Effects: Limbo is a rather unknown technique, even amongst those well-versed in the
mysteries of the Mangekyo Sharingan. Limbo is sat in both eyes of a user, which each
projects a clone-like shadow of the user into a dimension that barely overlaps with the one
inhabited by the user.

These clones are completely invisible to anyone but those with the Rinnegan or Byakugan.
The clones are impervious to damage, have a fly speed equal to your land speed but are
otherwise exact copies of you. Clones cannot perform any techniques, but they can perform
other actions you might take and their unarmed attacks deal two dice extra damage.

When a clone is standing between you and an enemy, it will throw itself in front of attacks,
but this only happens with attacks aimed at you specifically. When a clone intercepts an
attack for you, reduce its remaining duration by 3 rounds.

Activating Limbo incurs 4 points of Sharingan blindness. The Limbo clones are only
manifested for as long as the users Mangekyo is active.

Master
At mastery Step 3 and 5 you gain an additional clone.

Kamui
Tags: Ninjutsu, Space-time, Requires: Mangekyou Sharingan active
Lvl: 11 Rank: S-Class LDC: 33
Time: Special, See text
Components: C
Range: Special, See text Duration: Special, See text
Saving Throw: Will, special
Chakra Cost: Special, See text
Effect: Kamui is a Jutsu which is awakened alongside the Sharingan, however unlike most
other Mangekyo techniques, Kamui counts as two techniques. Each part of the Technique
fits in one eye.

The possessor of Kamui has a pocket dimension linked to his eyes, this dimension is plain
looking, but resembles some sort of big open space. Any power of Kamui revolves around
this pocket dimension. Both the right eye and left eye of Kamui allows the possessor to
teleport himself by teleporting himself through the pocket dimension the user can appear
almost instantly wherever he wants to, this use is a Standard action that provokes an attack
of opportunity. This teleport has a range of 10 miles per level of the caster. The use of this
ability costs 5 points of chakra and causes 2 points of Sharingan Blindness. The user can
also remain within the pocket dimension instead of teleporting straight out, exiting his pocket
dimension after an extended stay doesn’t cost extra.

Right eye: The Right eye of Kamui allows the user to Teleport anything he touches to the
Pocket Dimension, and from there he can eject it as he sees fit or interact with it in the
pocket dimension. This use of Kamui requires a Touch attack, if successful the target is
transported to the pocket dimension. Unless the victim possesses Kamui himself he’s unable
to escape this dimension, however as this dimension is beyond ordinary limitations he will
never starve or dehydrate but might age. Every day within the pocket dimension the victim is
allowed a will save. This use of Kamui costs 8 points of chakra and causes 3 points of
Sharingan Blindness.

The right eye also allows the user to become intangible for up to 5 minutes, while intangible
the caster cannot be affected by anything physical, however he in turn cannot use any other
parts of Kamui or jutsu while intangible. The target can become corporal for 1 round by
spending 2 points of chakra. The use of this Kamui ability costs 6 points of chakra and
causes 4 points of Sharingan blindness.

Left eye: The Left eye of Kamui has only one power, but perhaps the most powerful one.
The Left eye can create warp holes at range, this is done by focusing on a specific point in
space and then willing the jutsu to happen. This creates a rift in reality that warps whatever
touches it into the pocket dimension, this can be used as an attack or to teleport objects or
people at range.

Attack: The caster must roll a touch attack, if he hits he forces the target to make a reflex
saving throw. On a successful save the target takes half damage. On a failed save the target
takes 2d6 points of damage per level of the caster. Using Kamui as an attack has a Medium
range. Using Kamui like this costs 8 Chakra and causes 4 points of Sharingan Blindness.

Warp: Kamui at range is too imprecise to teleport enemy targets away completely, if
attempted the technique just ends up as an attack. Though if coordinated with an ally the
user can teleport said ally into the pocket dimension and back out, with a use of his Kamui.
Once warped the caster can eject the target at any square within sight(Max 500 feet range).
Using Kamui like this is less violent and straining, costing only 6 points of chakra and causes
3 points of Sharingan Blindness.

Mastery
Mastery level 2 and 5 decreases the Sharingan Blindness penalties of Kamui by 1.
Kotan-Kar
Tags: Ninjutsu, Requires: Mangekyou Sharingan active
Lvl: 11 Rank: S-Class LDC: 33
Time: Special
Components: C
Range: Short Duration: Special
Saving Throw: Special
Chakra Cost: Special.

Effect: Kotan-Kar, the world-making-god, the eyes so named, allows their possessor to
reshape themself and the world around them. Kotan-Kar takes up both Mangekyou
Sharingan eyes.

Right Eye: Through the use of this Right-eye technique, the user can manifest objects, and
structures, made out of pure, hardened chakra. These constructs can be of any size, while
it’s usually used to create weapons, it can also create temporary battlefield structures or the
like. With commitment, the user can cause the chakra constructs to solidify and become
permanent, by absorbing nearby elements such as trees, stones, earth, etc. Making a tool
permanent costs 15 points of Chakra and 2 points of Sharingan Blindness. Making a
Structure permanent is much more expensive, costing 30 points of Chakra and incurs 4
points of Sharingan Blindness

Equipment and Tools: The user can create any handheld tool, item or piece of equipment.
Using part of Kotan-Kar costs 5 points of Chakra and incurs 2 points of Sharingan blindness
and takes a Move action to activate, but otherwise remains in duration for as long as the
Mangekyou Sharingan is activated. Any tools, weapons or armour created with this
technique are considered Legendary crafted. Once activated, the user can manifest a new
weapon, tool or armour as a Swift action each turn without additional chakra expenditure.
Below are some examples.

- Weapon: The user can create any weapon and is proficient in its use.
- Armour: Creating an armour from hardened chakra, grants the user a +6 armour
bonus, however as created by the user it doesn’t incur any check penalty or
reduction in Dexterity.
- Chains: The user can manifest Chakra chains around a target, binding them. This
requires a successful ranged touch attack. These chains have a hardness of 10 and
has 30 hit points, and a Break DC of 25
- Stakes: The user manifests a mass of stakes, sending them at an enemy with
incredibly high velocity. The user must succeed at a ranged attack, on a success he
deals 5d8 points of bludgeoning and piercing damage and pins the target to the
nearest surface as the stakes pierce the target's flesh. This functions as the target is
grappled and pinned. A DC 25 Strength check can free the target, as can ingenious
use of other techniques.
- Material Foci: The user can supply any material focus for his techniques, as long as
the item in question doesn’t involve a previous technique. Such as Sealing tags or
other chakra charged items.

Structures: Perhaps the most grandiose ability of the Kotan-Kar is its ability to create chakra
structures. These structures are much greater in size and as such cost a great deal more as
well as straining the user’s eye significantly. Any structure created from this use has a
hardness of 30 and 200 hit points. The most common structures are walls and towers, as
they’re the most simple thing to bring forth. Roughly the user can create roughly up to 10 10-
ft. Squares as part of a structure. Details can be added at will, such as ornamentation as well
as doors and furniture. Creating a structure is a full-round action. A structure lasts for the
duration of the Mangekyou Sharingan.
- Wall: A wall created with this technique, is up to 100 feet wide and equally as tall. It
blocks any kind of movement through it.
- Dome: Similar to the wall, the Dome has an area up to 30 ft. burst around a target. A
reflex save allows a target to escape, in case it’s unwilling.
- Bridge: Merely a flat wall.
- Tower: A tower is 30 feet tall, and 30 feet cylindrical shape inside, with stairs leading
up.

Left Eye: Where the right eye is turned outward, to the world around the user. The Left eye
looks inward, upon the user himself. The Left eye allows the user to reshape himself, his
mind and body. This shows itself in a variety of applications.

- Body Structure: The user can change the structure of his body, make himself
stronger or weaker. Change how he looks, make himself taller or smaller, younger or
older. These changes last till they are changed and have the following implications.
Each application takes a Standard action, unless otherwise noted.
- Boost: Grant yourself a Physical ability boost of +2, this can be done once
and costs 10 points of Chakra and 2 points of Sharingan Blindness. This
application takes one full-round action.
- Redeploy: Move around any physical ability boosts, though still following the
rules of overlapping ability boost based on when they were received. This
costs 5 points of Chakra and 1 Point of sharingan Blindness. This application
takes one full-round action.
- Purge body: The user can forcefully eject anything within his body, that’s
foreign or unwelcome. This means he can immediately cure any disease and
poison, as well as cause any foreign object within to eject themselves. This
cost 10 points of Chakra and Incurs 3 points of Sharingan Blindness.
- Repair: The user can repair any damage done to his body. The user can heal
himself of 30 hit points, for 4 points of Chakra. Or heal himself of 2d4 points of
physical ability damage and ability drain to each of his abilities for 15 points
of Chakra and 3 points of Sharingan Blindness.
- Morphing: The user can change his physical shape, make himself younger or
older, taller or shorter, change his hair colour, skin colour, eye colour, etc.
This change takes an hour to enact and has an instant duration. Since the
user can forcefully change the physical age of his body, he cannot die from
old age. If the user attempts to change himself to look like someone specific,
they gain a +15 competence bonus on their Deception check to pass as the
target. Lastly, the user can change his size one size category away from his
current size, incurring all the bonuses or penalties of this change. This
application costs 10 points of Chakra and incurs 3 points of Sharingan
blindness
- Natural Weapon: The user can form any natural weapon from his body, this
costs him 6 points of Chakra and 1 point of Sharingan Blindness. The
duration is instant. This application takes one full-round action.
- Mind Structure: The user can also reshape his mind, doing this allows him to make
himself smarter, more charismatic, manipulate his memories and feelings as well as
protecting his mind from incursion. Each application takes a Standard action, unless
otherwise noted.
- Boost: Grant yourself a Mental ability boost of +2, this can be done once and
costs 10 points of Chakra and 2 points of Sharingan Blindness. This
application takes one full-round action.
- Redeploy: Move around any mental ability boosts, though still following the
rules of overlapping ability boost based on when they were received. This
costs 5 points of Chakra and 1 Point of sharingan Blindness. This application
takes one full-round action.
- Defend: As a Swift action, costing 10 points of Chakra and Incurring 1 point of
Sharingan blindness, the user can make himself immune to Mind-affecting
effects for 1 minute.
- Memory Manipulation: The user can choose to delete, remodel or hide any
memory of his choice. This can be done as a swift action to simply remove a
memory for a short while, it takes 1 standard action if the user wants to
remodel a memory and a full-round action if the user wishes to hide a
memory for a longer period, for it to be retrieved later. The user can also use
this technique to change how he feels about certain subjects and individuals.
For instance he could use this application to make himself love or hate
someone. Whatever the case, this use costs 10 points of chakra and incurs 1
point of Sharingan Blindness.
- Repair: heal himself of 1d4 points of mental ability damage and ability drain to
each of his abilities for 15 points of Chakra and 3 points of Sharingan
Blindness.

Mastery
Mastery Step 2 and 4 decreases the Sharingan Blindness penalties of Kotan-Kar by 1.
At Mastery Step 3 and 5 the user can create an additional physical or mental boost, chosen
when the Mastery step is attained.

Kotoamatsukami
Tags: Genjutsu, Gaze, Requires: Mangekyou Sharingan active
Lvl: 11 Rank: S-Class LDC: 33
Time: 1 Standard action
Components: C
Range: Short Duration: Special, See text
Saving Throw: Will negates
Chakra Cost: 15

Effect: This is considered the ultimate genjutsu, it’s one of the techniques awakened with
the mangekyo sharingan, however Kotoamatsukami settles in both of the user’s eyes.

Kotoamatsukami allows the user to implant his thoughts, manipulate the senses and just
about anything else to force a target under the casters control. The target is allowed an initial
save, on a successful roll the target notices nothing and might not even have noticed the
technique trying to affect him. On a failed save the caster can deliver a command or set of
commands which it then forces the target to obey. The target will obey the orders for as long
as it possibly can, as the target believes the order comes from itself. Though each day it is
allowed a new save, after 3 failed saves the target internalizes the order and it becomes
what the target believes. All the effects of Kotoamatsukami are subtle and only noticeable by
highly skilled sensory ninja, capable of seeing chakra.

The command of Kotoamatsukami is so strong it can override any other methods of control.

The command of Kotoamatsukami cannot be longer than a five word sentence.

Using Kotoamatsukami is very straining and causes 3 points of Sharingan blindness.


Mastery: Each level of mastery allows the caster another word during the command
implantation, each additional word costs 2 extra points of chakra.

Mitama
Tags: Ninjutsu, Yin Release, Yang Release, Requires: Mangekyou Sharingan Active
Lvl: 11 Rank: S-Class LDC: 33
Time: Special
Components: C
Range: Short Duration: Special
Saving Throw: Will partial, Special See text
Chakra Cost: Varies

Effects: This Mangekyou ability embodies both eyes of the wielder. They possess the power
to peer into a target’s spirit and read it. A skilled user may pour tidbits of his own spirit into a
target, changing his disposition or even empowering active Ninjutsu with hostile sentience
for it to willingly assault the users targets.

Reading: To peer into a target’s spirit, the user must focus both his Mitama eyes upon them
and pay the cost of 5 points of Chakra and take 2 points of Sharingan Blindness. The target
is then permitted a Will save, if the target fails the user can not only perfectly read their
emotional state but he also gains a perfect understanding of it and to which given emotions
relate. On a failed save the user still gains the same information, but only in relation to
himself. This is a Swift action.

Aramitama: The Right eye of Mitama carries the spirit of violence and rage, Aramitama. If
the user focuses the right eye upon a target he may instil it with a terrifying rage and
bloodthirst. The target must succeed at a Will save or enter into a rage in which it will attack
the nearest target to the exclusion of all else. Whenever a target of the enraged character
dies, for the duration of this effect, Continuous 1 minute, he chooses the next nearest target
to assault. While enraged a target gains +4 to hit, deals +8 additional damage on physical
attacks, their Fortitude, Reflex and Will save gain a +3 bonus but in their confusion their
armour class reduces by -4. If the target succeeds at the will save, they gain the rage
benefits without the mindless bloodthirst. The user can place himself under this rage effect,
without being affected by the mindless bloodthirst. The rage effect is followed by a minor
physical transformation, as the target becomes a slightly more bestial version of themselves.
The use of this technique costs 10 points of Chakra and incurs 4 points of Sharingan
Blindness. If used on a target, this is a Standard action, if used on the user this is a Swift
action.

Aramitama: Amanozako: The user of the Right eye of Rage can also focus this rage into the
world, manifesting the Aramitama: Amanozako. This being is manifested into the form of any
element within a short range, for instance Amanozako could be manifested if the sentience
of rage is poured into water or stone. Depending on the element, Amanozako manifests
different abilities. Amanozako is feared widely, as its power is said to rival that of the
Susano’o who supposedly spawned it. If spawned from a specific technique, Amanozako
may perform that technique as if it had learned it, as long as that technique is not higher than
level 14. (Read below for Specifics) Amanozako is a large, tauric beast with the upper body
of a naked woman and the lower part like a bipedal reptile. Her long hair flails wildly and her
maw is filled with rows of teeth like those of a shark. This technique is a Standard action to
use, costs 14 points of Chakra and Incurs 5 points of Sharingan Blindness.

Nigimitama: The Left eye of Tranquility, Nigimitama, places the target under a powerful
calming effect. This state of Tranquility leads those affected without the will to fight, they may
take no hostile action and cannot act directly against anyone, even those they see as hated
enemies. They’re spurred on to talk things out, rather than seeking aggression and threats,
during conversation, is the furthest thing on their mind. Unless the user has acted
aggressively against the target, in this current encounter, the target receives no save. If the
user has previously been aggressive, during the current encounter, the target gets a Will
save to negate. If attacked by anyone, while under this effect, the target may respond but
only towards the aggressor himself. This technique has a Focus duration, costs 8 points of
Chakra and incurs 3 points of Sharingan Blindness

Amanozako
HP: 160 (lvl 14) Chakra Pool: 70
AC: 26, Touch: 10, Flat-foot: 26 (Natural +16, +1 Dex, -1 Size)
Fort: +9 Ref: +5 Will: +10
Atk: Bite +22 (1d8+12), 2 Slam +22 (2d6+8)
Space 10 ft., Reach 10 ft.
Special attack: Frightful Presence (DC 19, Shaken 5d6 rounds, HD 9 or below Frightened
for 1d6 rounds)
Str: 26/+8 Dex: 12/+1 Con: - Int: 16/+3 Wis: 12/+1 Cha: 14/+2
Bab: +14 CMB: +23 CMD: 34
Techniques: Grapple Trained, Bull Rush Trained
Speed: 30ft

Earth-Spawned: Gains Resistance 10 Water, Weakness 10 Lightning, as well as a +4


Strength and +2 Natural armour bonus. Gains +50 hit points.

Fire-Spawned: Gains Resistance 10 Wind, Weakness 10 Water, as well as a +4 Dexterity


and +10 Speed. Deals +2d6 Fire damage on hit, and deals 4d6 points of fire damage if hit in
melee.

Lightning-Spawned: Gains Resistance 10 Earth, Weakness 10 Wind, as well as a +2


Strength and +2 Dexterity and a +1 Natural armour. Deals +1d6 Lightning damage on hit,
save DC 20 or be stunned 1 round.

Water-Spawned: Gains Resistance 10 Fire, Weakness 10 Earth, as well as a +4 Strength


and +10 Speed. Gain Swim speed 40 and damage reduction 10/-.

Wind-Spawned: Gains Resistance 10 Lighting, Weakness 10 Fire, as well as a +4 Dexterity


and a +2 Natural armour bonus. Gain 40 Fly speed.

Each can breathe a 30 ft. cone of the element which comprise them for 10 points of chakra.
Dealing 10d6 points of damage, DC 20 for half damage.

Raiden
Tags: Ninjutsu, Lightning Release, Avoidance Defense +4, Requires: Mangekyou
Sharingan active
Lvl: 11 Rank: S-Class LDC: 33
Time: 1 Swift action
Components: C
Range: Medium Duration: Instant
Saving Throw: Fortitude, Partial
Chakra Cost: 7

Effects: The Technique known as Raiden is hailed as one of the most powerful and fastest
lightning style ninjutsu techniques in the world.

Raiden creates an electrical current around a target, to attract the ambient electrical energy
and cause it to surge into the target. This attack is so fast, anyone witnessing it reports it as
a simple, localized explosion of electricity.

The user must succeed at a ranged touch attack, on a success Raiden deals 6d8 points of
Lightning damage which ignores resistance to lightning. The target must then roll a fortitude
save to avoid being Stunned for 1d4 rounds as the strong electrical current binds their
muscles in cramps.

This technique is extremely straining on the caster, causing the eye that casts it to bleed,
afflicting the user with 4 points of Sharingan Blindness. Moreover the taxing nature of this
Jutsu prevents it from being used more than once every 1d4 rounds.

Mastery: Mastery level 2 and 4 decreases the Sharingan blindness by 1 point.


Mastery level 5 permits the Jutsu to be used every other round.

Kaminari
Tags: Ninjutsu, Lightning Release, Avoidance Bonus +5, Requires: Mangekyou Sharingan
active
Lvl: 11 Rank: S-Class LDC: 33
Time: 1 Standard action, special
Components: C
Range: Special Duration: Instant
Saving Throw: Reflex for half
Chakra Cost: 9

Effects: Using the Kaminari, the user vanishes with a thunder clamp only to reappear as a
lightning bolt that streaks across the field of battle before the user reforms once more in
another loud crash.

Anyone standing within a 10ft burst of the user when this technique is activated takes 5d8
points of sound damage and must succeed at a fortitude save DC 20 or be deafened. Then
the user can traverse a distance of 100ft as a lightning bolt, anyone struck takes 10d6 points
of lightning damage. A successful reflex saving throw reduces this damage by half. As the
user reappears anyone within 10ft at the spot where he reappears takes damage from the
Thunder Clap as indicated above. Using Kaminari this way incurs 2 points of Sharingan
blindness.
Avoidance: This technique can also be used as an avoidance technique, allowing the user to
swiftly assume the form of a lightning bolt to get out of the way of an attack. It otherwise
functions as above. Using Kaminari in this fashion incurs 4 points of Sharingan Blindness.

Kaminari can also be used as a form of transportation, this takes a full-round action and
causes the user to vanish in a thunder clap for him to appear again up to 3 miles away with a
stroke of lightning. Using Kaminari this way deals no damage to anyone. This incurs 3 points
of Sharingan Blindness.

Mastery
At mastery level 5, the transportation can be done as a standard action.

Tenjin
Tags: Ninjutsu, Requires: Mangekyou Sharingan active
Lvl: 11 Rank: S-Class LDC: 33
Time: 1 Standard action, Special
Components: C
Range: Special Duration: Instant, Special
Saving Throw: Special
Chakra Cost: 6, Special

Effects: Tenjin is a unique Mangekyo ability in that its power lies primarily in the
manipulation of other Ninjutsu. Tenjin is one of the few techniques that take up two eye-
slots, as both eyes work in tandem with each other and together they can perform a third
technique. Tenjin has an Eye of Empowering which boosts the strength of Ninjutsu and an
Eye of Nullification which saps it’s power away. Together they can produce the Tenjin -
Reversal of Fortune.

Eye of Empowering: With his right eye, the user of Tenjin can empower any Ninjutsu
currently in effect or his own Ninjutsu which can be empowered just as he activates them. To
activate an ongoing Ninjutsu the user spends a standard action, spends 6 points of chakra
and takes one point of Sharingan Blindness. This increases the parameters of any Ninjutsu
by 50%, this includes duration, range, damage and so forth. When used to empower your
own Ninjutsu, it can be done immediately as you perform them, allowing you to empower
instant effects. This use can also be prepared to empower any instantaneous techniques not
of your own making, however this incurs 3 points of Sharingan Blindness.

Eye of Nullification: Utilizing his left eye, the user of Tenjin can draw chakra away from active
Ninjutsu - even if it is transformed. This dispels the technique outright, leaving no trace of its
existence whatsoever. To perform this technique, you spend a standard action, spend 6
points of chakra and incur 2 points of Sharingan blindness. Then you choose any active
technique within sight, roll your user level for this technique against that Techniques rank +
11. If you succeed, you immediately dispel the technique. This technique can also be used
as a prepared action, dispelling a technique as it’s formed.

Tenjin - Reversal of Fortune: This technique can only be performed if the user possesses
both the Eye of Empowering and Eye of Nullification. The user can turn energy absorbed by
the Eye of Nullification back out as an empowered version of the original technique. This
draws the dispelled technique into his Eye of Nullification, only to shoot it back out with his
Eye of Empowering as if the user had cast the technique himself originally. This also
increases all dependent variables by 50% as if using his Eye of Empowering. This costs 9
points of Chakra and 4 points of Sharingan Blindness in total.

Omoikane
Tags: Ninjutsu, Requires: Mangekyou Sharingan active
Lvl: 11 Rank: S-Class LDC: 33
Time: 1 Swift action
Components: C
Range: Special Duration: 3 rounds
Saving Throw: None
Chakra Cost: 11, Special

Effects: With this incredibly powerful jutsu the user is able to not only warp time itself around
her, but record an imprint of an earlier version of herself which will spring into action after a
set amount of time.

Recording: The user records herself at the activation of this Jutsu, for the next three rounds
she gains a +2 bonus to hit, AC and Reflex saves as well as an extra attack at her highest
base attack bonus during a full-round attack action as well as 30ft of additional movement.
Once the 3 rounds have passed, the user disappears and reappears at the point where she
recorded herself in the exact same state as she was during the recording. This reset any
condition, HP loss, ability loss, chakra level etc. to the point of the user's recorded self. Only
Sharingan Blindness remains unaltered, after the three turns have passed. This use of the
Technique incurs 6 points of Sharingan Blindness. Effectively, the user sent herself forward
in time and left a time-stuttered clone in her stead, as she reaches the point of time
intersection the clone disappears and leaves its knowledge for the original.

Defensive Maneuver: Should the user ever decide to use this ability defensively, they can do
so by paying 15 points of Chakra and taking 5 points of Sharingan blindness. This sends
them one turn into the future, ensuring they avoid any hazzard this turn.

Mastery
At mastery level 2 and 4 you decrease the Sharingan Blindness of the Recording use of this
technique by 1.
At mastery level 3 and 5 you reduce the Sharingan Blindness of the Defensive maneuver by
1.

Yomi
Tags: Ninjutsu, Space-time, Requires: Mangekyou Sharingan
Lvl: 11 Rank: S-Class LDC: 33
Time: 1 Move action, special
Components: C
Range: Short Duration: Special
Saving Throw: Will save negates
Chakra Cost: 9

Effects: The user who commands the power of Yomi controls the malleable darkness of the
underworld, through the use of this technique the user can transport herself as well as any
guest she deigns to invite.
Doorway: The user of Yomi can transport herself to her own personal underworld, this is a
landscape of seemingly infinite roiling darkness. In this underworld the user need not eat,
drink or eliminate waste. However while within this underworld, the hungering darkness
absorbs minute amounts of chakra and therefore she can never recover chakra while resting
within. Using the ability in this fashion takes one full-round action to activate, costs 9 chakra
and incurs 2 points of Sharingan Blindness. The user can bring one friendly target for 2
points of additional chakra they spend. Leaving this underworld costs no additional chakra
and will always return targets to where they entered.

Challenge: The user now calls out a challenge to a single target within range, this challenge
takes the form of the cloud of darkness that seeks to shift the target and the user of this
ability into the Yomi underworld. If the target fails its save, they are transported there along
with the user for 1 round per user level. While here, the hungering abyss siphons their
Chakra, draining 2d4 points of chakra away per turn. Only knocking the user unconscious
will return them to the world prematurely or by the will of the users. As the user has complete
control of the Yomi underworld, there’s nowhere within which a target can hide, they can in
fact never be further away than 60ft from the user at any given time. Using the ability in this
fashion costs 11 points of chakra and incurs 4 points of Sharingan Blindness.

Mastery
While within the Yomi underworld, the user can affect the malleable terrain. This permits her
to call down tendrils of darkness to harass foes, bring up clouds of roiling darkness to block
out sight or form weapons of pure darkness to send at the enemy.

Mastery level 1: To conjure the cloud of darkness, the user simply spends 4 points of chakra
and a cloud rises up to block all vision in a 15ft radius around the target. This cloud is so
thick, that anyone standing further away than 5ft has total concealment.

Mastery level 2: Lastly the user can bring forth weapons from the underworld stuff, sending
them at their enemies. This costs 3 points of chakra per shot, the user rolls a ranged attack
roll on a hit the void-matter pierces an enemy dealing 4d6 plus the users intelligence
modifier, this damage is piercing, slashing or bludgeoning - users choice.

Mastery level 3:To affect a grapple using a tendril of dark matter, the user spends 3 points of
chakra, infusing it into the darkness, which then shoots out at the intended target attempting
to wrap around him. You roll a CMB using your level plus your intelligence modifier, on a
success the tentacle grapples the target. The dark tentacle has a CMD equal to its CMB
+10.

Hachiman
Tags: Nintaijutsu, Genjutsu, Requires: Mangekyou Sharingan
Lvl: 11 Rank: S-Class LDC: 33
Time: 1 Standard action
Components: C
Range: Personal Duration: Maintained
Saving Throw: None
Chakra Cost: 6.
Effects: This mangekyo technique is feared far and wide for its incredible destructive
potential, in essence it allows its user to identify ‘any’ weak spot. This could be the weak
spot of a structure, a person or an organization.

Mechanically this turns the user into an incredibly dangerous combatant, increasing the
damage of any hit dealt by 3d8 points of damage, negates any concealment bonus, negates
cover bonus and ignores the miss chance when a character is between clones. Furthermore
the character's critical threat range becomes 15-20 and he gains a +8 bonus to confirm.
When the user of Hachiman successfully confirms a critical hit, he may apply one of the
following conditions unless the target succeeds at a fortitude save: Bleeding 2d6, Stunned
1d4, Blinded or Deafened. Alternatively the user can break the bones of his target instead of
applying a critical hit, this deals 2d4 points of Strength and Dexterity damage and makes
either a single arm or leg useless till all the ability damage has been healed.

When used in social situations, the user gains a bonus to dismantle and destroy any
organization, ideal or agreement equal to his level.

This ability incurs 2 Sharingan blindness per round.

Mastery
At mastery level 2 the user incurs 1 point of Sharingan Blindness per round.
At mastery level 4 the user incurs Sharingan Blindness every three rounds.

Ebisu
Tags: Ninjutsu, Requires: Mangekyou Sharingan active
Lvl: 11 Rank: S-Class LDC: 33
Time: 1 swift action
Components: C
Range: Personal Duration: Instant, Special
Saving Throw: None
Chakra Cost: 8

Effects: Using this technique the user is able to peer upto eight years into the past or up to
eight seconds into the possible future, this grants the user an extreme advantage in most
situations where foreknowledge can make a difference.

In a combat encounter, this jutsu grants the user a +6 dodge bonus to armor class and
saves as well as a +4 bonus to hit and 50% concealment that cannot be negated in any way.
When used in this fashion this ability incurs a 2 points of Sharingan Blindness and lasts for
as long as the Mangekyo is active.

Ebisu can be activated immediately as a surprise round is engaged, this costs 4 points of
Chakra and Incurs a single point of Sharingan Blindness. When activated this way Ebisu
allows its user to act in the surprise round.

In a social situation the user can activate this ability right before having to make a social
check, this grants him a +8 bonus to any such roll in so far foreknowledge can be an
advantage. This incurs a single point of Sharingan Blindness.
When used to peer into the past, the user must choose a point anywhere from his current
time and up to eight years. The user may discover what happened within a given 100ft area,
he must be within the given area as he activates Ebisu and he experiences the events at a
live-speed. Meaning that observing a one hour long meeting, will take one hour. Observing
an event is an experience similar to being present at the event itself. Using Ebisu in this
fashion incurs 3 points of Sharingan Blindness.

Mastery
Mastery level 2 and 5 decreases the Sharingan Blindness penalties of Ebisu by 1

Susano’o
Tags: Ninjutsu, Gaze, Requires: Mangekyou Sharingan active
Lvl: 12 Rank: S-Class LDC: 34
Time: 1 Standard action, special
Components: C
Range: Personal Duration: Maintained 1 round
Saving Throw: None
Chakra Cost: 10 initially only, 2 Sharingan Blindness

Effect: A user who’s managed to awaken his Mangenkyo Sharingan in both eyes, will
eventually also awaken the Susanoo. The Susanoo first manifests as a Ribcage designed to
defend you. The Rib Cage provides a layer of protection immediately around you, any attack
against you, or area of effect that include you that deal damage, must first pierce the
Susanoo Ribcage. The Rib Cage has 10 points of Hardness and 120 hit point and an
Armour class of 25 (10+15 natural AC). You can spend 3 points of chakra as a swift action to
heal your Susanoo for 5d6 points of damage.

As an added bonus, you can manifest a single skeletal hand to assault your enemies.
Attacking with this hand is a standard action, the hand is a Huge sized appendage (+2
CMB/CMD), capable of delivering a slam attack dealing 2d8 points of damage. It has an
effective strength score of 24 and Dexterity score of 12. The Susanoo has a Base attack
bonus equal to the user’s level. Its CMD is equal to its base attack bonus, plus Strength and
Dexterity modifier.

Sustaining the Susanoo costs no additional chakra, rather it causes your eyes to deteriorate.
You gain 1 point of Sharingan Blindness for every 2 rounds Susanoo is activated.

Immediate action: You can activate the Susanoo Ribcage as an immediate action, this costs
the 10 initial chakra but doubles the Sharingan blindness attained during activation.

Susano’o cannot be mastered through training, like ordinary techniques. Only through use
can one master the Susano’o. The more it is used, for longer periods of time, the more it
develops and strengthens. Each round the user has a Susano’o in use, during combat, he
acrus 1 Mastery Point. Any additional bonuses on more complete forms, do not stack with
those of previous forms, only the greatest increase is applicable. You can upgrade a
Susanoo from one form to another, you simply have to pay the difference in activation cost.
Mastering Susano’o to level 5, does not count against the Shinobi’s Mastery Limit.

Mastery
Mastery 1: At this mastery level you can manifest the Complete Skeleton, your Susanoo can
now manifest as an entire upper-skeletal body, it now counts as a huge creature and it fills
the squares immediately adjacent to you. This increases your Susanoo’s Natural AC by +3,
its hardiness by +4, HP to 150. Moreover it gains an additional slam attack and its strength
increases to 28. While this form manifests around you, you’re unassailable from forces in the
physical realm, except for anything coming from under ground. However this increases the
activation cost to 15 and 3 Sharingan blindness. Achieving this Step, requires 6 Mastery
Points

Mastery 2: You only pay the maintenance Sharingan Blindness every 3rd round. Achieving
this Step, requires 12 Mastery Points

Mastery 3: At this mastery level your Susanoo can manifest as a complete Humanoid, this
increases its natural AC bonus by +5, its hardiness by +8, HP per level becomes 160, its
strength increases to 32 and it attains a weapon of your choice. The Susanoo is now
considered huge sized. It can wield a single Two-handed weapon or two one-handed.
Ranged weapons are a possibility too. Any weapon it manifests is considered Master
crafted. This increases the activation cost to 20 chakra and 4 Sharingan Blindness.
Achieving this Step, requires 18 Mastery Points

Mastery 4: At this level of mastery the Susanoo is Armored, It now functions as being
gargantuan in size. This grants it a +5 Armor bonus, increasing its Hardiness by +10 and HP
to 200. Additionally, your Susanoo gains a single special spirit weapon with a unique ability
agreed upon by you and your GM. This usually takes the form of a Legendary crafted
weapon, or a weapon with unique properties similar to some class abilities or Jutsu. You
only pay the maintenance of Sharingan Blindness every 4th round. Achieving this Step,
requires 24 Mastery Points

Mastery 5:. You have achieved the pinnacle of Susanoó, the Full-body armored Susano´o.
This Susano’o is considered Colossal in size, and while it’s active you’re suspended
somewhere on its head, keeping you at least 30 ft. above ground, thus removing one of the
Susanoo's greatest weaknesses. This form increases the Susano’o’s armor bonus by +7, its
hardness by +13 and HP to 260. The Susano’o can manifest any sort of weapon, while in
this form, allowing it to attack four times, with a weapon in each hand, any weapon
manifested is Legendary crafted. Its special spirit weapon can only be held in one of the
hands. As opposed to the other forms, you now move with the Susano’o, it has a movement
speed of 60 ft. and a fly speed of 120 ft. The Susano’o can hold up to 11 individuals inside,
but only if the user permits it. Achieving this Step, requires 30 Mastery Points

Susano’o: Yasaka Magatama


Tags: Ninjutsu, Gaze, Requires: Susano’o full body or above
Lvl: 15 Rank: S-Class LDC: 37
Time: 1 Standard action, special
Components: C
Range: Long Duration: Instant
Saving Throw: Reflex for half
Chakra Cost: 8

Effect: While the user's Susanoo is manifested in, at least, its skeletal form, the user can
project chakra into its hands to form Yasaka Magatama. A Yasaka Magatama consists of
three beads of energy of a colour similar to the user's Susanoo, however in a lighter shade.
The User can then direct the Susanoo to throw the beads as a ranged touch attack, anyone
directly hit takes 15d8 points of untyped damage as it consists of a pure release of chakra
energy. Anyone within 20ft of the primary target are also affected. Anyone affected can roll a
reflex save for half damage, the primary target takes a -4 penalty to this save.

The user can choose to reduce the spread of the Yasaka Magatama explosion, by
condensing the chakra of the beads. This does not reduce the cost of the technique, but
makes it a lot more forgiving in close quarters.

For 4 additional points of chakra the user can add an additional 5d8 points of damage, in the
form of another bead on the Yasaka Magatama string. For a total of 4 beads.

Mastery
At mastery Step 2 and 4 the user can create an additional bead through the empower option.

Implanted Eye

Acquired/Inherited Template: Acquired

Bonus: You gain access to the Dōjutsu of the sort of eyes you’ve had implanted.

Weakness: As your body is not meant to contain the power of the Dōjutsu, you suffer af a
massive Chakra penalty trying to make use of it. Any chakra cost associated with the
Dōjutsu and its techniques are doubled, while the numeric bonuses are one lower. Some
implanted Dōjutsu can never be turned off, this means that an implanted Dōjutsu needs to
be covered when the wielder does not currently seek to use it. A covered Dōjutsu imposes a
-4 penalty to visual based perception checks. Byakugan, Kesshogan and Hanshagan do not
suffer this impairment.

Special: By training the user with an implanted Dōjutsu can alleviate the weakness and
progress as normal. The Games master decides what constitutes sufficient training and this
should never be as simple as spending Modules.

Jinchuriki

Basic Abilities
Below are a list of abilities shared between all Jinchuriki

Weaknesses
Ghastly Frenzy (Su): Whenever you’re reduced below 20% of your maximum hit points, the
tailed beast within you takes over. You enter the Tailed-beast Chakra cloak below. However
in this form you cannot control your rage and attack friend as well as foe, once you cannot
find any discernible enemies you’ll immediately attack any ally or innocent within reach,
prioritizing those that could pose a threat to you. While within this form, your beast cannot
reduce your chakra below 1 as it then begins drawing upon its own instead.

Once you reach HD 10, you enter the Bloody Chakra Cloak

Ruinous Depletion (Ex): If your Chakra Reserve ever reaches 0, the tailed-beast within you
is freed and enters a frenzy. You will subsequently pass away within the next ten minutes,
unless you somehow manage to seal the beast back inside yourself.

Benefits
Bestial Health (Ex): You recover from bodily harm at an incredible rate, you heal an
additional number of hit points equal to twice your constitution modifier after a night of rest.

Tailed-Beast Chakra Cloak (Su): This ability counts as a Chakra Cloak. While active, your
own Chakra mixes with that of the Tailed-beast inside of you, seeping out to wrap around
you like a protective cloak. This cloak proudly presents the amount of tails belonging to your
beast, it otherwise resembles a husk of boiling orange Chakra. You gain a +2 bonus to
Attack, Dodge bonus to AC, to all saves and a +4 bonus to damage including 8 points of
temporary Chakra. Each additional time a day, after the first, you enter the Tailed-Beast
Cloak, the temporary chakra gained is reduced by 4.

Bloody Chakra Cloak (Su): This ability counts as a Chakra Cloak. While active your blood
leaves your body, boiled to steam before it mixes with your Chakra Cloak. Occasionally you
will grow a bit of bone-structure, reminiscent of the beast within. In this cloak you gain a +4
bonus to attack, Dodge bonus to AC, to all saves and a +8 bonus to damage including 16
points of temporary Chakra. Everytime, after the first during a single day, you enter the
Bloody Chakra Cloak, the temporary chakra gained is reduced by 4.

Each Jinchuriki entry also has an individual explanation on their Complete Transformation
and individual techniques.

Frightful Presence (Ex): This special quality makes the Jinchuriki’s very presence unsettling
to foes. Activating this ability is a free action and it’s usually part of an attack or charge
action. Opponents within 100 ft radius that witness the Jinchuriki in action may become
frightened or shaken. This ability only affects opponents of HD15 or below. An affected
opponent must successfully roll a DC 26 (Cha based), or be shaken for 5d6 rounds. If an
opponent has 10 HD or fewer, they panicked instead. If an opponent successfully saves
against the Frightful Presence, they are immune for the next 24 hours. This is a Fear effect.

Crush (Ex): The Tailed beast can jump up to a distance of half its speed, any creature
inhabiting an area in which it lands takes 4d6+10 points of bludgeoning damage and must
roll a Reflex save DC (Individual) or be knocked prone.

Complete Transformation: When the Jinchuriki is able to employ the Complete


transformation, they can assume this new form and gain the following statistical changes.
● Size changes to Gargantuan
● AC becomes equal to 20+level
● Gain 30 temporary Hit Points,
● Movement Speed changes to 50 ft.
● Primary Attacks: 2x Slam; To hit 10 + level, for (2d8+10, 19 x2)
● Secondary Attacks:
● CMB equals 15+level, CMD equals CMB+10.
● Gains the Crush Special attack, with a DC of 28
● Gains Frightful Presence Extraordinary Ability.
● Gains the Whirling Tails Ability below.

Shukaku, The 1-Tailed

Acquired/Inherited Template: Acquired

Special Abilities:
Tailed Trait: Kekkei GenkaI: Magnet Release

Chakra Score: 40

Additional Nature Transformation: Wind Release

Complete Transformation: When the Jinchuriki is able to employ the Complete


transformation, they can assume this new form and gain the following statistical changes.

● Size changes to Gargantuan


● AC becomes equal to 20+level
● Gain 30 temporary Hit Points,
● Movement Speed changes to 40 ft.
● Primary Attacks: 2x Claws; To hit 10 + level, for (2d8+12, 19 x2)
● Secondary Attacks: 1 Bite; To hit 5+level, for (4d6+18, 19 x2)
● CMB equals 15+level, CMD equals CMB+10
● Gains the Crush Special attack, with a DC of 28
● Gains Frightful Presence Extraordinary Ability.
● Gains the Whirling Tails Ability below.
● Gains the Body of Sand Ability below.
● Gains the Cursed Markings Ability below.

Body of Sand: Shukaku has a damage reduction 15/bludgeoning, Weakness 20 fire,


Weakness 10 Lightning. Resistance 20 Wind and Immune to Earth damage.

Cursed Markings: Anyone striking Shukaku with an unarmed attack or direct physical
contact risks being cursed by his markings, this can only affect someone once every 1d4
rounds. A target must succeed at a will save DC 26 or be paralyzed for 1d4 rounds
afterwards as the Cursed markings creep upon their target to cover their body. Locking them
in place.
Whirling Tails (Ex): Once every round, roll once randomly between enemies within 30ft.
Anyone targeted takes 2d8+18 points of damage and must roll a fortitude save DC 33 (str)
or be knocked prone.

Techniques

Sand’s Embrace
Tags: Ninjutsu, Wind Release, Shukaku Hijutsu
Lvl: 4 Rank: B-Class LDC: 22
Time: 1 Standard action
Components: C, F
Range: Special, see text Duration: Maintained 5 rounds
Saving Throw: None
Chakra Cost: 3

Effect: Using the sand around him, the user is able to form Large arms or shapes of sand to
slam into his enemies. The bearer can use a mass of sand equal to his body weight to
deliver an attack within 30 feet. The user can deliver one slam attack equal to 1 + 1 for every
5 levels above 1st. Ergo an additional attack at user level 6, 11 and 16.
The attack deals damage as a slam attack large creature, 1d6, with his Intelligence score,
plus one-half his level (round down). The attack increases in size by one category every 5
levels. The sand also gains a +4 bonus to grapple checks, but does not benefit from a non-
permanent bonus to Intelligence or size.

At 10th level, the bearer can deal piercing and slashing damage instead. The sand's
embrace can be shaped at the bearer's will (being mindful of the embrace's size, at the GM's
discretion), but doing so does not increase or reduce the damage it can deal. Regardless of
its shape, the sand's embrace will always appear to obviously be a sand construct unless it
is somehow disguised. The bearer can still attack airborne creatures without being hindered
by the normal limitations of making sand levitate (see below).

Desert Suspension
Tags: Ninjutsu, Wind Release, Shukaku Hijutsu
Lvl: 4 Rank: B-Class LDC: 22
Time: 1 Standard Action
Components: C, F
Range: Person Duration: Maintained 2 rounds
Saving Throw: None
Chakra Cost: 3

Effect: This technique allows the user to manipulate sand in a way that is geared towards
mobility. He may float sand he controls for a time to grant himself levitation by being stood
on a platform of sand, while levitating the user gains a flight speed of 20ft per round, this
speed is halved when moving horizontally.

Mastery
Every step of mastery allows the user to extend this technique to a target beyond himself,
within short range. The targets must remain within the short range or their sand platform will
disappear after one round.
At mastery level 2 and 4 the speed increases by 10ft.

Sand Cocoon
Tags: Ninjutsu, Wind Release, Defensive Maneuver, Shukaku Hijutsu
Lvl: 4 Rank: B-Class LDC: 22
Time: 1 Standard action, or 1 immediate action
Components: C, F
Range: 30 ft or Personal Duration: Continuous 5 rounds
Saving Throw: Reflex negates (Unwilling)
Chakra Cost: 6

Effect: The user creates a cocoon of sand around himself or another creature that has a
hardness of 8 and 3 hit points per level. The cocoon can be attacked from within or broken
with a Break check (DC 35), and is immune to earth damage. When inside the cocoon, a
creature is protected from attacks and areas of effects which all must break through his
cocoon first.

Defensive Maneuver: Once per day as an instant action, the user may perform this
technique to aid himself or a creature within 30 feet to defend against an incoming attack;
doing so provokes an attack of opportunity.

To defend against the attack, the user must make a Perform check opposed to the
opponent's attack roll or technique's Save DC +10. If the attack is a confirmed critical, or a
natural 20, the user suffers a -4 penalty to his Ninjutsu check to shield himself or an ally
against the attack. If the sphere would have been destroyed by the attack, and the effect
defended against wasn't an area of effect, the user suffers half the damage dealt by the
technique, providing he is hit. Success creates the barrier normally.

This defensive maneuver must be declared before knowing the result of the attack.
This avoidance maneuver has a chakra cost of 6 and Defensive Maneuver does not count
as Avoiding an Attack and is usable a separate number of times a day.

Mastery
Every step of mastery after the first allows the technique to be used an additional time per
day, up to 5/day.

Sand Coffin
Tags: Ninjutsu, Wind Release, Shukaku Hijutsu
Lvl: 5 Rank: B-Class LDC: 23
Time: 1 Standard Action
Components: C, F
Range: Short Duration: Maintained 3 rounds
Saving Throw: Reflex Negates
Chakra Cost: 4
Effect: This technique using sand as its main focus traps a creature (or one of its limbs) in
sand. The sand moves at its own volition, moving swiftly to encase the enemy. The target
must first roll an initial reflex save, a success negates this technique, on a failure two of the
targets limbs are encased in sand. On the subsequent round, and every round thereafter,
the target must roll another reflex save. On a success nothing else happens, on a failure the
target is completely encased in sand and thus immobilized.

A creature with a hand or both hands encased in sand can only perform half or no hand
seals, both legs has their speed reduced to 0ft, a hand and a leg can only perform half seals
and has their movement halved. No matter which limbs are covered, the target has the
entangled condition.

An immobilized creature cannot perform techniques requiring Mobility, Half Seals or Hand
Seals, cannot move or perform any actions requiring freedom of movement. The creature
can attempt to break through the hold each round by spending a full-round action making a
breaking check DC 35.

A target completely encased, enjoys a flat damage reduction of 10/- and a +6 natural armor
bonus due to the sand covering him.

Material Focus: A mass of sand equal to the creature to entangle, or two size category
smaller than the creature for one of its limbs.

Sand Shower
Tags: Ninjutsu, Wind Release, Shukaku Hijutsu
Lvl: 5 Rank: B-Class LDC: 23
Time: 1 Standard Action
Components: C, F
Range: Short, Area Cylinder 20-ft. Wide, 40-ft. high Duration: Instant
Saving Throw: None
Chakra Cost: 8

Effect: This technique allows the user to create a volley of deadly sand pellets to rain down
on his enemies in a rain of death. The rain pounds down for 1 full round, dealing 2d6 points
of piercing damage and 2d6 points of earth damage to any creature in the area, and halves
all land and flight movement, though creatures can still run freely.

Material Focus: A nearby, medium (at least 100 pounds) mass of sand.

Sand Burial
Tags: Ninjutsu, Wind Release, Shukaku Hijutsu
Lvl: 7 Rank: A-Class LDC: 27
Time: 1 Standard action
Components: C, F
Range: Short Duration: Instant
Saving Throw: Fortitude Partial
Chakra Cost: 7
Effect: This technique can only affect a creature caught in the user's Sand Coffin. Although
Sand Coffin will be instantly dissipated after using this technique, Sand Burial deals 6 dice of
damage to the target. The damage is dealt in d10 if the target was completely immobilized
with sand, or in d6 if only one of its limbs was caught. The damage dealt by this technique
can be halved with a successful Fortitude save.

If the target was fully immobilized by Sand, it must make an additional fortitude save against
the massive damage dealt or be reduced to 0 and begin dying. If the target is disabled or
dying after having its limb or body crushed, it will suffer 2d6 points of Strength damage
(halved with a successful Fortitude save). If the user targeted a single limb with the
technique, it will be unusable until fixed by any means.

Sand Armor
Tags: Ninjutsu, Wind Release, Shukaku Hijutsu
Lvl: 7 Rank: B-Class LDC: 25
Time: 1 Standard action
Components: C, F
Range: Personal Duration: Continuous 7 hours, until expended
Saving Throw: None
Chakra Cost: 15

Effect: The user gains a damage reduction 10/-, and a fire, electricity, water and wind
resistance 10 for the duration of the technique or until it is expended. The technique can
soak up to 70 points of both physical and energy damage, at which point it expires. Until the
technique expires, the user will have to carry around the weight of sand used to make the
technique.

Material Focus: A mass of sand equal to half his weight.

Desert Avalanche
Tags: Ninjutsu, Wind Release, Shukaku Hijutsu
Lvl: 8 Rank: A-Class LDC: 28
Time: 1 Standard action
Components: C, F
Range: 80 ft. Duration: Concentration
Saving Throw: Reflex Negates
Chakra Cost: 10

Effect: Using sand as a medium to conduct his will, the user creates a gigantic wall of sand
to crush his enemies. From the user's current location, a 40 feet wide and 10 feet tall wave
of sand will rush onward at the speed of 45 feet per round. Any creature of Large or smaller
caught in the avalanche must succeed a Reflex save or be pushed backward 1d6x5 feet.
Creatures of Medium-size or smaller will be pushed backward 2d6x5 feet and must succeed
a Fortitude save to avoid being knocked prone and buried by sand. Flying creatures are not
affected unless the wave reaches up to them, and Huge or larger creatures simply shrug it
off. The wave stops once the user stops concentrating or it reaches its maximum range.

Buried creatures can escape by burrowing as a type of movement or making Athletics as a


movement action check to bury at a speed of 5 ft.
Material Focus: A huge (at least 100³ feet) source of sand or earth nearby.

Desert Requiem
Tags: Ninjutsu, Wind Release, Shukaku Hijutsu
Lvl: 9 Rank: S-Class LDC: 31
Time: 1 Standard action
Components: H
Range: Medium Duration: Instant
Saving Throw: Fortitude Half
Chakra Cost: 14

Effect: By sending a huge amount of Chakra in waves through the ground, the user is able
to compress soft ground (such as sand) and deal a tremendous amount of damage to any
creature within. Any creatures currently underground caught in the spread (which reaches up
to 5 feet deep per character level or hit dice of the user) suffers 9d10 points of damage
which can be halved with a successful Fortitude save. Any creature under ground or buried
in any way, are affected by this technique.

Desert Prison
Tags: Ninjutsu, Wind Release, Shukaku Hijutsu
Lvl: 11 Rank: A-Class LDC: 31
Time: 1 Standard action
Components: C, F
Range: Short Duration: Continuous 10 rounds
Saving Throw: Reflex Negates
Chakra Cost: 14

Effect: This technique allows the user to trap the target in a sphere of sand for the duration
of the technique. The sphere can be moved by the user at 30ft per round, as a move action.
It requires a mass of sand equal to the weight of the target.

If the subject fails its save, it is trapped in a compact sphere of sand. It can breathe and
move freely around the tight area, perform techniques or cast spells, however, techniques
with the mobility, hand seals or half seals or spells with somatic components have a 50%
chance of failure. The sphere can be attacked from within at a -4 penalty (defense 20), has a
hardness of 10 and 50 hit points, but can be broken by succeeding a Break check (DC 35).
Meanwhile, the sphere protects the target from all area of effects and attacks. The sphere is
immune to earth damage.

The user can perform the Sand Burial technique on the subject, while it is trapped in the
sphere without a perform check, as though the subject's entire body was caught. The user
can spend an additional 2 points of Chakra to increase the damage by 1 die, up to 12 dice of
damage (cost 20). Doing so dispels the Desert Prison afterwards.

Material Focus: A mass of sand equal to the subject's (including his mount, if any) weight.

Desert Layered Imperial Funeral Seal


Tags: Fuinjutsu, Ninjutsu, Juinjutsu, Shukaku Hijutsu
Lvl: 12 Rank: A-Class LDC: 32
Time: 1 Standard action
Components: C, M, F (4 Greater Sealing Tag)
Range: Short Duration: Instant
Saving Throw: Will Negates
Chakra Cost: 20

Effect: Using a large quantity of sand, the user covers the enemy with several successive
layers of sand, before compressing it into the shape of a large pyramid which serves as the
target's prison upon completion. A target fully encased in the Desert Layered Imperial
Funeral Seal is completely in stasis, unable to move, act or think but they also no longer age
or require food, drink or air to survive. Poisons and diseases, and other afflictions, are
similarly suspended while the target is in stasis.

To activate this technique, the user must first succeed at a ranged touch attack as the target
is being showered with sand. If successful the target gains the grappled condition. The target
can attempt to free itself on the following round, rolling to free himself from the grapple
against a CMD of 15 + User level + Intelligence modifier. On the user's next round, if the
target fails to free himself, the user must roll his Fuinjutsu skill against a DC of the target's
level + 15. If successful, the target is sealed, as the user's Sealing tags adhere to the outside
of the Sand Mausoleum.

To free a target, would-be liberators must simply rip off the sealing tags. This requires them
to roll a User level check against a DC of 12 + the level of this technique's user. Once all four
tags have been removed, the sand retreats to release its target.

Matatabim The 2-tailed


Acquired/Inherited Template: Acquired

Special Abilities:
Tailed Trait: The bearer of Matatabi can wield Blue fire. This fire is only partly fire, the other
half is pure chakra as such only half its damage is subject to fire resistance. All of the
Jinchuriki’s Fire Jutsu may utilize blue fire at a +2 increased Chakra cost.

Chakra Score: 40

Additional Nature Transformation: Fire

Complete Transformation: When the Jinchuriki is able to employ the Complete


transformation, they can assume this new form and gain the following statistical changes.

● Size changes to Gargantuan


● AC becomes equal to 20+level
● Gain 30 temporary Hit Points,
● Movement Speed changes to 60 ft.
● Primary Attacks: 2x Claws; To hit 10 + level, for (2d10+7, 18 x2)
● Secondary Attacks: 1 Bite; To hit 5+level, for (4d6+10, 19 x2)
● CMB equals 15+level, CMD equals CMB+10
● Gains the Crush Special attack, with a DC of 28
● Gains Frightful Presence Extraordinary Ability.
● Gains the Flaming Body Ability below.
● Gains the Whirling Tails Ability below.

Flaming Body (Su): Anyone making direct physical contact with Matatabi, including
weapons, takes 4d6 points of damage. Half of this damage is fire, the other half is pure
chakra and is thus not subject to fire resistance. Additionally, Matatabi is completely immune
to fire damage, has Resistance Lightning and Earth 10, Resistance Wind 20 and Weakness
Water 20.

Whirling Tails (Ex): Once every round, roll twice randomly between enemies within 30ft.
Anyone targeted takes 2d8+10 points of damage and must roll a fortitude save DC 28 (str)
or be knocked prone

Techniques

Cat Claw
Tags: Taijutsu, Strike, Matatabi Jinchuriki Hijutsu
Lvl: 6 Rank: B-Class LDC: 24
Time: 1 Standard action
Components: M
Range: Touch Duration: Instant
Saving Throw: None
Chakra Cost: 5

Effect: Matatabi’s Jinchuriki quickly swipes a claw at an enemy, created from Matatabi’s
Chakra, this requires an ordinary attack roll, hitting the target is an automatic critical hit and
causes the target to take 1d6 points of bleeding damage.

Bleeding damage from Cat Claw stacks up to 3d6 per round.

Fire Release: Blue Flame Edge


Tags: Ninjutsu, Fire Release, Matatabi Jinchuriki
Lvl: 4 Rank: B-Class LDC: 22
Time: 1 Move action
Components: C
Range: Personal Duration: Continuous 5 minutes
Saving Throw: None
Chakra Cost: 4

Effect: By channeling the searing Chakra of Matatabi, the two-tails Jinchuriki can infuse his
weapon with the creature’s blue flame. A weapon infused with the Blue flame, deals 2d6
additional points of damage, half of which is fire the other half is pure chakra and thus not
subject to fire resistances.
Fire Release: Blue Flame Beheading
Tags: Ninjutsu, Kenjutsu, Fire Release, Matatabi Jinchuriki
Lvl: 6 Rank: A-Class LDC: 26
Time: 1 Standard action
Components: M
Range: Area 10 ft burst Duration: Instant
Saving Throw: Reflex Partial
Chakra Cost: 5

Effect: With the Fire Release: Blue Flame Edge active, the user swings his weapon in a
wide arc around himself. This causes Matatabi’s blue flame to leap forward and light the
area around the user on fire. Anything within a 10ft burst is lit on fire, by the blue flame, this
deals 5d6 points of damage. Half of which is fire, the other half is pure chakra. A successful
Reflex save halves this damage. For the next 5 rounds all the squares affected are lit on fire,
with blue fire. The user is immune to these flames. Anyone else passing through must roll a
Reflex save or take 2d6 points of Fire/Chakra damage.

Isobu, The 3-tailed


Acquired/Inherited Template: Acquired

Special Abilities:
Tailed Trait: The Jinchuriki of Isobu gains a swim speed of 40ft as well as the ability to
breath underwater.

Chakra Score: 51

Additional Nature Transformation: Water

Complete Transformation: When the Jinchuriki is able to employ the Complete


transformation, they can assume this new form and gain the following statistical changes.

● Size changes to Gargantuan


● AC becomes equal to 20+level
● Gain 30 temporary Hit Points,
● Movement Speed changes to 20 ft, 50 ft for swimming.
● Primary Attacks: 2x Slam; To hit 10 + level, for (2d8+10 plus Grab, 19 x2)
● CMB equals 15+level, CMD equals CMB+10.
● Gains the Crush Special attack, with a DC of 28
● Gains Frightful Presence Extraordinary Ability.
● Gains Immunity to trip
● Gains the Whirling Tails Ability below.
● Gains the Spiked Carapace Ability below.
● Gains the Swallow Hole Ability below.

Whirling Tails (Ex): Once every round, roll thrice randomly between enemies within 30ft.
Anyone targeted takes 2d8+13 points of damage and must roll a fortitude save DC 30 (str)
or be knocked prone.
Spiked Carapace (Ex): Thanks to Isobu’s spiked carapace, if anyone successfully grapples
him, they take 2d8+15 points of piercing damage every round. Additionally, the extra
padding makes it impossible to successfully attack Isobu from the rear, thus he’s immune to
being flanked. Lastly, Isobu’s protective shell grants him immunity to precision based
damage and critical hits as well as Resistance Water 20, Earth and Fire 10.

Swallow Hole (Ex): If Isobu ever starts its turn with an opponent grappled, it can attempt a
new combat maneuver check, as if he attempted to pin his opponent. If he succeeds, he
swallows his prey. The Opponent must be of Medium size, or smaller, to be affected by this
ability. Anyone swallowed by Isobu immediately takes 2d8+15 points of bludgeoning
damage. Each round within Isobu, the creature is pitted against a swarm of small Isobu
clones, this deal 4d8+10 points of bludgeoning and piercing damage every round as they
tear into any intruders. The swallowed target can attempt to free itself, by cutting his way out.
(AC 22, HP 46) Isobu’s Carapace immediately heals after a target has cut itself out. This
immediate healing also means a target must deal the 46 points of damage in one round.

Techniques

Coral Palm
Tags: Nintaijutsu, Strike, Isobu Hijutsu
Lvl: 6 Rank: C-Class LDC: 22
Time: 1 Standard action
Components: M
Range: Touch Duration: Instant
Saving Throw: None
Chakra Cost: 5

Effect: The jinchuriki of Isobu, Or Isobu himself, can strike at an opponent using a normal
Melee attack roll, on a hit the Jinchuriki deals ordinary unarmed damage, adding up to 1½
times his strength bonus and 1d4 points of dexterity damage as a large patch of coral grows
to cover the targets body, if a target ever takes dexterity damage equal to his full dexterity
through the use of this ability, he turns into a statue of coral. A target can rid himself of the
Coral through a successful DC 20 strength roll, this rids him of 1d6 Dexterity damage caused
by this ability.

Shadow Stroke
Tags: Taijutsu, Stance, Isobu Hijutsu
Lvl: 6 Rank: C-Class LDC: 22
Time: 1 Swift action
Components: M
Range: Personal Duration: Stance
Saving Throw: None, see text
Chakra Cost: None

Effect: Isobu, or a fully transformed Jinchuriki, curls up into a ball and begins to spin rapidly
to make full use of Isobu’s many spiky protrusions. While in this stance, Isobu’s speed
increases to 40 ft. his Natural armor bonus increases by +4 and the only attack he can
perform is a trample attack that deals 6d6 + Strength and a half, in bludgeoning and piercing
damage. A successful Reflex save halves the damage, anyone that fails their reflex save is
knocked prone. Unlike ordinary tramples, this one takes only a Standard action to use.

Leaping Bullet Shell Tower


Tags: Taijutsu, Isobu Hijutsu
Lvl: 8 Rank: B-Class LDC: 26
Time: 1 Move action
Components: M
Range: Special Duration: Instant
Saving Throw: None, see text
Chakra Cost: 6

Effect: Isobu, or a fully transformed Jinchuriki, can bounce into the air while in the Shadow
Stroke Stance. This mighty bounce allows Isobu to jump to any area that can support his
weight, that’s within a distance of 80 ft. If anyone occupies these squares they take 4d6 +
strength modifier in damage and must roll a reflex save or be knocked prone.

Son Goku, the 4-tailed


Acquired/Inherited Template: Acquired

Special Abilities:
Tailed Trait: Earth or Fire Release

Chakra Score: 40

Additional Nature Transformation: Lava Release

Complete Transformation: When the Jinchuriki is able to employ the Complete


transformation, they can assume this new form and gain the following statistical changes.

● Size changes to Gargantuan


● AC becomes equal to 20+level
● Gain 30 temporary Hit Points,
● Movement Speed changes to 40 ft, 30 ft climbing.
● Primary Attacks: 2x Slam; To hit 10 + level, for (2d8+11 plus Lava Release Body, 19
x2)
● CMB equals 15+level, CMD equals CMB+10.
● Gains the Crush Special attack, with a DC of 28
● Gains Frightful Presence Extraordinary Ability.
● Gains the Whirling Tails Ability below.
● Gains the Lava Release Body Ability below.

Lava Release Body (Su): Son Goku’s body exhibits heat similar to the effect of a Lava
Release armor, thus he has Resistance Fire and Earth 30 and Weakness Water 10.
Furthermore he deals an additional 3d6 points of Lava damage on unarmed attack attacks
and anyone that makes direct physical contact, including weapons, take 3d6 points of Lava
damage. Every time anyone takes fire damage from this ability, they must succeed at a DC
28 (Con) Reflex save or catch fire, taking 1d6 points of fire damage per round. Each round
the afflicted target can make another reflex save to remove the burning material, or drop
prone and roll around without the need for a save.

Whirling Tails (Ex): Once every round, roll 4 times randomly between enemies within 30ft.
Anyone targeted takes 2d8+16 points of damage and must roll a fortitude save DC 32 (str)
or be knocked prone.

Techniques

Kokuō, the 5-tailed


Acquired/Inherited Template: Acquired

Special Abilities:
Tailed Trait: Fire or Water Release

Chakra Score: 40

Additional Nature Transformation: Boil Release

Complete Transformation: When the Jinchuriki is able to employ the Complete


transformation, they can assume this new form and gain the following statistical changes.

● Size changes to Gargantuan


● AC becomes equal to 20+level
● Gain 30 temporary Hit Points,
● Movement Speed changes to 60 ft.
● Primary Attacks: Gore; To hit 10 + level, for (4d6+18, 19 x2)
● Secondary Attacks: 2 Hooves; To hit 5 + level, for (2d6+6, 20 x2)
● Gains the Trample Special Attack; (6d6+18, DC 33)
● CMB equals 15+level, CMD equals CMB+10.
● Gains the Crush Special attack, with a DC of 28
● Gains Frightful Presence Extraordinary Ability.
● Gains the Whirling Tails Ability below.
● Gains the Extraordinary Body Heat Ability below.

Whirling Tails (Ex): Once every round, roll four times randomly between enemies within
30ft. Anyone targeted takes 2d8+18 points of damage and must roll a fortitude save DC 33
(str) or be knocked prone.

Extraordinary Body Heat: Thanks to the nature of the 5-tailes body, it constantly exudes a
thick cloud of unimaginably hot steam. This both protects it and damages any would-be
attacker. First, Kokuō gains Resistance Fire 20 and Resistance Lightning 10 and Weakness
Earth 10. Additionally, it’s completely immune to Water and Ice Release techniques as all
water evaporates when it gets too close to Kokuō. Lastly, anyone who ends their turn
adjacent to Kokuō, or who strikes it with an unarmed attack, natural attack or melee weapon
- excluding reach - take 2d8 points of Fire and Water damage and must roll a fortitude save
at a DC 28 (Con) or become sickened with pain for 1d6 rounds.
Techniques

Horn Breaking
Tags: Taijutsu, Kokuō Hijutsu, Strike
Lvl: 13 Rank: C-Class LDC: 29
Time: 1 Full-round Action
Components: M
Range: Special Duration: Instant
Saving Throw: Fortitude Partial
Chakra Cost: 8

Effect: Kokuō, or a fully transformed Jinchuriki, launches at an opponent with it’s head
lowered ready to gore any target. Kokuō can move up to 100 ft before performing an
ordinary gore attack, this attack deals 10d8 + strength modifier points of piercing and
bludgeoning damage. Additionally, the target must roll a successful Fortitude Save or be
knocked back 20 ft and be knocked prone.

Saiken, the 6-tailed


Acquired/Inherited Template: Acquired

Special Abilities:
Tailed Trait (Su): The Jinchuriki of Saiken is often an elusive soul and hard to catch, he
receives a +8 bonus on opposed CMB to escape a grapple, pin, or any other physical bonds,
and Escape Artist.

Additional Nature Transformation: Water

Complete Transformation: When the Jinchuriki is able to employ the Complete


transformation, they can assume this new form and gain the following statistical changes.

● Size changes to Gargantuan


● AC becomes equal to 20+level
● Gain 30 temporary Hit Points,
● Movement Speed changes to 30 ft.
● Primary Attacks: Slam; To hit 10 + level, for (2d8+7 +6d6 Acid, 19 x2)
● CMB equals 15+level, CMD equals CMB+10.
● Gains the Crush Special attack, with a DC of 28
● Gains Frightful Presence Extraordinary Ability.
● Gains the Whirling Tails Ability below.
● Gains the Slimy Alkaline Body Ability below.
● Gains the Debilitating Pain Ability below.

Whirling Tails (Ex): Once every round, roll four times randomly between enemies within
30ft. Anyone targeted takes 2d6+10 points of damage plus 6d6 points of Acid and must roll a
fortitude save DC 33 (str) or be knocked prone.
Slimy Alkaline Body (Ex): Thanks to its malleable body, Saiken gains damage reduction
10/-. Additionally, it gains Resistance Water 25 and Lightning 15, as well as Fire 10. Saiken
is also immune to bleeding, precision damage and critical hits. Lastly, anyone that makes
direct physical contact with Saiken, including weapons, takes 6d6 points of acid damage and
must save versus Debilitating Pain.

Debilitating Pain (Ex): Any creature that takes damage from Saikens Slimey Alkaline Body,
must roll a DC 35 (Con), or be nauseated for a round.

Techniques

Wisdom Wolf Decay


Tags: Ninjutsu, Saiken Hijutsu
Lvl:10 Rank: A-Class LDC: 30
Time: 1 Standard action
Components: C
Range: Special, see text Duration: Instant
Saving Throw: Fortitude partial
Chakra Cost: 10

Effect: Upon opening its mouth, Saiken, or its Jinchuriki, releases a dense corrosive
material. Because of the materials malleable nature, like its progenitor, it can be excreted as
either a Gas or a liquid. Whatever medium is used, the substance is extraordinarily Alkaline
and thus incredibly corrosive. Anyone that takes damage from Wisdom Wolf Decay, must
also roll a fortitude save to avoid being nauseated by pain for 1 round. A success leaves the
target sickened for 1d4 rounds instead. Additionally, any equipment that isn’t protected by
chakra or similar takes damage equal to half of what the individual owner did. Unattended
objects, take full damage.

Gas: When used in this fashion, Wisdom Wolf Decay spreads out to cover a 60ft cone as a
brilliant pink cloud of alkaline gas. Anyone within the cone takes 6d6 points of Acid damage
if they begin their turn within the cloud. The cloud lasts for 6 rounds in light wind, 5 rounds in
moderate wind, 4 rounds in strong winds, 3 rounds in severe winds and 1 round in stronger
winds.

Liquid: When used as a liquid, Wisdom Wolf Decay targets a single target and the user must
succeed at a ranged touch attack. This attack deals 10d8 points of Acid damage and covers
the target in acid, dealing 5d6 points of acid damage on the second round and 2d6 points of
acid damage on the third round. A Target can spend 1 full-round action to rid himself of the
alkaline fluid, to not take damage on subsequent rounds.

Leech Gap
Tags: Taijutsu, Ninjutsu, Nintaijutsu, Saiken Hijutsu,
Lvl: 6 Rank: C-Class LDC: 22
Time: 1 Move action
Components: C
Range: Personal Duration: Continuous 5 rounds
Saving Throw: None
Chakra Cost: 4
Effect: This technique requires that the user have an active Bloody Chakra Cloak, once
used the Cloak turns dark purple

Chomei, the 7-tailed


Acquired/Inherited Template: Acquired

Special Abilities:
Tailed Trait: Chomei’s Jinchuriki gains increased aerial mobility, at 1st level she gains +8
bonus on all her acrobatics checks involving jumping and aerial maneuvers and on all fly
checks. At 10th level the Jinchuriki gains the ability to spawn four of Chomei’s tail-wings on
her back, giving her a flight speed of 60 with average maneuverability. These wings last for 1
minute per level, and need not all be spent at once but always in 1-minute increments.

Chakra Score: 40

Additional Nature Transformation: Lighting Release

Complete Transformation: When the Jinchuriki is able to employ the Complete


transformation, they can assume this new form and gain the following statistical changes.

● Size changes to Gargantuan


● AC becomes equal to 20+level
● Gain 30 temporary Hit Points,
● Movement Speed changes to 20 ft, 80 ft flying.
● Primary Attacks: Bite; To hit 10 + level, for (4d6+12, 20 x2)
● CMB equals 15+level, CMD equals CMB+10.
● Gains the Crush Special attack, with a DC of 28
● Gains Frightful Presence Extraordinary Ability.
● Gains the Whirling Tails Ability below.
● Gains the Scale Powder Body Ability below.

Whirling Tails (Ex): Once every round, roll once randomly between enemies within 40ft.
Anyone targeted takes 2d8+12 points of damage and must roll a fortitude save DC 29 (str)
or be knocked prone and blinded for 1d4+1 rounds.

Scale Powder Body (Ex): Chomei’s body and wings are constantly covered in a thin layer
of sparkling scale Powder, which flares up whenever Chomei is attacked. First, Chomei
gains Resistance Lightning 25 and resistance Earth 15. However, as the powder is easily
flammable Chomei suffers a Weakness 10 to Fire. Lastly, anytime Chomei is struck in Melee
it releases a cloud of Golden dust that covers a 20 ft. area around it. The cloud of golden
particles covers everyone and everything in the area, causing creatures to become blinded
(Fortitude DC 28 negates) and visibly outlining invisible things for the duration of the
technique. All within the area are covered by the dust, which cannot be removed and
continues to sparkle until it fades, after 15 rounds. Each round at the end of their turn blinded
creatures may attempt new saving throws to end the blindness effect.

Any creature covered by the dust takes a -40 penalty on Stealth.


Techniques

Scale Powder
Tags: Ninjutsu, Chomei Hijutsu
Lvl: 3 Rank: C-Class LDC: 19
Time: 1 Standard action
Components: H
Range: Area 10 ft burst Duration: Continuous 6 rounds
Saving Throw: Fortitude negates blindness
Chakra Cost: 4

Effect: Chomei, or the Jinchuriki of Chomei, grows a pair of his wings, flapping them wildly
to release his blinding powder. A cloud of golden particles covers everyone and everything in
the area, causing creatures to become blinded and visibly outlining invisible things for the
duration of the technique. All within the area are covered by the dust, which cannot be
removed and continues to sparkle until it fades. Each round at the end of their turn blinded
creatures may attempt new saving throws to end the blindness effect.

Any creature covered by the dust takes a -40 penalty on Stealth checks.

Hiden: Hiding in Scale Powder Technique


Tags: Ninjutsu, Chomei Hijutsu, Derived Scale Powder
Lvl: 7 Rank: B-Class LDC: 25
Time: 1 Standard action
Components: H
Range: Cone 40ft Duration: Continuous 10 rounds
Saving Throw: Fortitude negates blindness
Chakra Cost: 6

Effect:

Gyuki, the 8-tailed


Acquired/Inherited Template: Acquired

Special Abilities:
Tailed Trait: Lightning

Chakra Score: 40

Additional Nature Transformation: The Jinchuriki of Gyuki gains the ability to spew ink. At
first level this is just a pool of ink on the ground, covering a 15ft cone in front of the
Jinchuriki, Any creature in the area when the ink is spewed must make a successful Reflex
save or fall. A creature can walk within or through the area of greasy ink at half normal
speed with a DC 10 Acrobatics check. Failure means it can't move that round (and must
then make a Reflex save or fall), while failure by 5 or more means it falls. Creatures that do
not move on their turn do not need to make this check and are not considered flat-footed.
Alternatively the Jinchuriki can cover himself in ink, while covered in ink he gains a +10
circumstance bonus on Escape Artist checks and combat maneuver checks made to escape
a grapple, and to their CMD to avoid being grappled . Regardless of which use the ink lasts
for 1 minute, after which it dissipates harmlessly. At 6th level the Jinchuriki can concentrate
the ink spew to a tiny ray, with a ranged touch attack he can aim the ink at an opponent’s
eyes blinding him for 1d4 rounds unless he succeeds on a reflex save, using the ink this
ways makes the save Dexterity based.

Complete Transformation: When the Jinchuriki is able to employ the Complete


transformation, they can assume this new form and gain the following statistical changes.

● Size changes to Gargantuan


● AC becomes equal to 20+level
● Gain 30 temporary Hit Points,
● Movement Speed changes to 30 ft, 50 ft swim.
● Primary Attacks: 2x Slam; To hit 10 + level, for (2d8+12 plus grab, 19 x2)
● CMB equals 15+level, CMD equals CMB+10.
● Gains the Crush Special attack, with a DC of 28
● Gains Frightful Presence Extraordinary Ability.
● Gains the Whirling Tails Ability below.
● Gains the Constrict ability below
● Gains the Inky Flesh Ability below.

Whirling Tails (Ex): Once every round, roll four times randomly between enemies within
30ft. Anyone targeted takes 2d8+18 points of damage and Gyuki immediately rolls grappled
against the target. Gyuki never gains the grappled condition when one of his tentacles
grapples a target.

Constrict (Ex): Whenever Gyuki rolls a successful grapple check, against an already
grappled opponent, they take 2d8+12 points of bludgeoning damage.

Massive Hands: Gyuki never gains the Grappled condition, whenever he grapples a target
with one of his hands.

Inky Flesh (Ex): Gyuki’s flesh and skin is extraordinarily resilient, protecting the mighty
beast. Gyuki gains damage reduction 5/- and Resistance 10 to Lightning and Water.
Additionally, anyone who strikes Gyuki in melee must roll a reflex save (DC 28) or be
covered in ink as per Ink Waterfall below.

Techniques

Kurama, the 9-tailed


Acquired/Inherited Template: Acquired

Special Abilities:
Tailed Trait: True Empathy: The Jinchuriki of Kurama is able to detect negative emotions in
people, by rolling a Perception check against a target opposed Deception check the
Jinchuriki can determine whether or not a target carries any negative emotions and towards
whom. A Jinchuriki gains a bonus to this roll equal to his level. Moreover he gains fasting
healing 2.

Additional Nature Transformation: Wind Release

Chakra Score: 65

Complete Transformation: When the Jinchuriki is able to employ the Complete


transformation, they can assume this new form and gain the following statistical changes.

● Size changes to Gargantuan


● AC becomes equal to 20+level
● Gain 30 temporary Hit Points,
● Movement Speed changes to 60 ft.
● Primary Attacks: 2x Slam; To hit 10 + level, for (2d6+12, 15+ x2)
● Secondary Attacks: Bite; To hit 5 + level, for (2d6+18, 15+ x2)
● CMB equals 15+level, CMD equals CMB+10.
● Gains the Crush Special attack, with a DC of 28
● Gains Frightful Presence Extraordinary Ability.
● Gains the Whirling Tails Ability below.
● Gains the Chakra Fur Ability below.

Whirling Tails (Ex): Once every round, roll randomly four times between enemies within
30ft. Anyone targeted takes 2d8+18 points of damage and must roll a fortitude save DC 33
(str) or be knocked prone.

Chakra Fur (Ex) Kurama’s body, perhaps more so than any other tailed beast, is brimming
with chakra. This energy permeates his entire being, strengthening his body and warding off
his enemies. First off, Kurama has Resistance 15 against Earth, Fire, Lightning, Water and
Wind. Additionally, he has Damage reduction 15/- and regeneration 20.

Techniques

Nine-Tails Twister
Tags: Ninjutsu, Wind Release, Kurama Hijutsu
Lvl: 10 Rank: A-Class LDC: 30
Time: 1 Standard action
Components: M
Range: 120ft long, 10 ft wide, 30 ft tall Duration: Continuous 5 rounds
Saving Throw: Reflex partial
Chakra Cost: 13

Effect: The Nine-Tails, or his Jinchuriki, sends forth a massive twister of air pressure that
moves to the end of it’s line and then remains there churning for 5 rounds. Anyone it passes
takes 10d6 points of Wind damage and must roll a Reflex save or be picked up by the
Twister and moved along with it. If something solid prevents a creature from moving
upwards it takes damage as if it had fallen the same distance. At any rate, anyone picked up
by the twister remains held aloft in the whirling wind unless they have some form of Space-
Time transportation to secure their freedom. Employing Hand seals or Mobility techniques
within the twister is impossible.

Nine-Tails Beam
Tags: Chakra Control, Ninjutsu, Kurama Hijutsu
Lvl: 13 Rank: S-Class LDC: 35
Time: 1 Standard action
Components: C
Range: 200 ft. line Duration: Instant
Saving Throw: Reflex half
Chakra Cost: 15

Effect: The Nine-tails, or its Jinchuriki, fires off an extremely thin ray of pure chakra, similar
to the chakra comprising a tailed beast ball. This beam pierces through any non-chakra
based obstacle with ease and without being deterred. Anyone in the line takes 14d8 points
of pure chakra damage and are knocked prone. A Successful Reflex save halves the
damage and negates the prone condition.

General Bloodlines

Arach-nin Body
Thanks to advances in body modification, secret jutsu and science you’ve managed to adopt
the peculiarities of the Arachnid. Honing such modifications grants you a host of abilities.

Acquired/Inherited Template: Acquired

Arachnid Form: The Arach-nin is born with additional appendages as well as a somewhat
unique physiology making them resistant to poison.

An Arach-nin has two additional pairs of arms, for a total of six arms. These additional arms
cannot be used to make additional attacks or perform more techniques in a round, but can
hold additional items and help secure your balance.

Moreover their unique internal make-up grants them a +3 bonus to saves against poison.

Sticky Hold: The Arach-nin’s palms and feet can stick to any plane surface, the Arach-nin
gains a climb speed equal to his land speed. However due to his additional appendages, he
can maneuver without any penalty, as such the Arach-nin is not flat-footed while climbing.

Webspinner: Spending 2 points of Chakra, the Arach-nin can launch webbing from his mouth
as a projectile at anyone within a 30ft range. If he succeeds at a ranged touch attack, his
target is entangled and anchored 0ft until they can free themselves of the webbing. The web
has a Hardiness of 4 and 2 HP per Arach-nin level, an escape artist DC 10 + your level can
also escape the webbing or with a strength check DC 22. As a secondary use the Arach-nin
use his webspinner ability to make a rope up to 60 ft, due to the sticky nature of this webbing
it automatically adheres to any ordinary surface touched by it’s tip.
Third Eye: The Arach-nin develops a third eye on his forehead, this eye increases his visual
prowess quite a bit and allows him to react faster than an ordinary human would. The Arach-
nin receives a +1 dodge bonus to Armor Class and a +2 bonus to Reflex saves, as well as a
+4 bonus to sight-based perception checks. These effects are obviously only in effect, while
the third eye is employed.

Techniques

Spider Cocoon
Requirements: Webspinner, Ninjutsu
Rank: 5 CR: C-Class Learn DC: 18 (2 Successes) PDC: 16 Time: 1 full-round action
Components: C, M Range: Touch Duration: Instant Saving Throw: None Chakra Cost: 6

Effect: This technique can only be performed on a willing or helpless target. The target is
encased in a cocoon of your webbing, completely immobilizing them. Due to the nature of
the cocoon, a target inside cannot breath and must hold his breath. The target inside the
cocoon is protected by the cocoon from outside interference. The cocoon has the same
Hardiness and HP as your webspinner ability. However a bound character cannot use an
Escape artist roll to escape and the Strength check DC is 24.

Spider Web Flower


Requirements: Webspinner, Ninjutsu
Rank: 5 CR: C-Class Learn DC: 18 (3 Successes) PDC: 16 Time: 1 full-round action
Components: H Range: Medium Duration: Instant Saving Throw: None Chakra Cost: 4

Effect: You can shoot up to 3 shots of webspinner at three different targets within range, this
otherwise functions as the Webspinner ability.

Empower: For 2 additional points of Chakra, you may shoot an additional web shot. Up to a
number of total shots equal to your level.

Spider Web Area


Requirements: Webspinner, Ninjutsu
Rank: 4 CR: D-Class Learn DC: 16 (2 Successes) PDC: 15 Time: 1 minute Components:
H, M, C Area: 60ft radius Duration: Until dismissed Saving Throw: Reflex, Special Chakra
Cost: 3

Effect: You set up a large area with minute threads of spider webbing enhanced by your
chakra, to function as an early warning system as well as a minor trap. You’re immediately
alerted to anyone stepping within the area, as your webbing is placed high as well as low.
When you take note of someone within your area, you may spend a standard action to end
your Web area effect and instead pull the target closer to you. The target receives a reflex
save, on a success nothing happens, on a failure you pull the target up to 30 ft in your
direction, knocking them prone.

Black Lightning Tattoo


Acquired/Inherited Template: Acquired.
You gain the ability to enhance your lightning release techniques with Black Lightning, this is
achieved through a unique chakra tattoo placed somewhere on your body.

Twice per day, plus an additional time per day at the levels 12, 16 and 20, you can enhance
your Lightning Techniques with Black Lightning. Black lightning deals 50% more damage,
and ignores Lightning resistance.

You may also employ unique Black Lightning Techniques.

Cell Transplantee
Acquired/Inherited Template: Acquired

Transplanted Cells: You gain the Bloodline feats held by the character whose cells you
assimilated into your own body. This includes any advanced chakra nature feats, and the
Chakra Nature it requires.

Chakra Coil Disorder


You are completely unable to learn and perform Chakra Control, Genjutsu or Ninjutsu
techniques, though you may still identify them. You are unable to Sense Chakra, but are still
able to use Suppress Chakra if you have the ability. You gain a +6 bonus Learn checks for
Taijutsu techniques if you take one-half again the normal time to learn the technique (before
reduction from beating the Learn DC by a certain amount), and a +4 bonus to identify
Taijutsu techniques. The save DC of your Taijutsu techniques increases by 2. Furthermore,
you gain a +2 to save against fear effects.

Chosen of Jashin
Acquired/Inherited Template: Acquired

Special Abilities
Immortality: The Chosen of Jashin is completely invulnerable to damage in the sense that it
can’t decrease his overall hitpoint total below 1. However they are just as susceptible to
perforation, dismemberment and decapitation except for the fact that it won't kill them.

An aggressor can choose to deal targeted damage to the limbs of the Chosen with a
slashing weapon, to dismember the limb. Dealing more than 30 points of slashing damage
severs the limb, imposing appropriate penalties. To decapitate the Chosen requires 50
points of Slashing damage, as well as a -4 penalty to hit.

Immunities: The Chosen of Jashin are immune to Poison, Disease and ability damage.

Ability Scores: Gain +4 Constitution bonus


Cursed Seal

The character is afflicted with the Cursed Seal, which may come as either a blessing or a
curse. The seal itself releases a toxin in the creature's brain that serves to grant potent
short-term benefits but on a long-term basis also irreparably limits the creature's potential.
There are two levels of the cursed seal, simply named "level 1" and "level 2". To attain the
level 2 cursed seal, external application of a cursed seal of great power is not sufficient. A
specific shinobi drug must be ingested, which is said to put the creature in a short coma
while the body is altered.

Acquired/Inherited Template: Acquired

Skills: Control Cursed Seal as a class skill.


Special Qualities: Cursed Seal Level 1, Cursed Seal Level 2.

Curse Seal Level 1 (Su): When this ability is manifested, the creature gains a +1 bonus to
Defense, Reflex saves, attack and weapon damage rolls, a +2 bonus to opposed disarm,
trip, grapple, bullrush or overrun checks and Athletics checks.

In addition, the creature gains 6 temporary Nature chakra, and his carrying capacity by one-
half (round down). Every subsequent use within a 24 hours period reduces the amount of
Nature chakra gained at any level by 2, minimum 0. The temporary chakra fades
immediately after the cursed seal is deactivated.

This ability can be manifested as a Standard action or deactivated as a swift action. For an
unwilling creature, it is harder to control (see Control Cursed Seal skill). The cursed seal
recedes when the creature falls unconscious.

Each round spent under the influence of the level 1 cursed seal gives the creature 1 CSP
(see Consequences of Overuse below).

The level 1 or 2 cursed seal can be used a number of times every 24 hours equal to the
creature's Constitution modifier (To a minimum of 1). If he activates it once after this limit is
reached, he becomes fatigued after it’s activation. If he activates it twice after his limit he
becomes exhausted. Should he activate it a third time after this limit, he becomes exhausted
and takes 1d4 points of Constitution Damage, this happens every time he activates
henceforth.

Cursed Seal Level 2 (Sp): When manifested, this ability grants the creature a +2 bonus to
Defense, Reflex saves, attack and weapon damage rolls, a +4 bonus to opposed disarm,
trip, grapple, bullrush or overrun checks and Athletics checks. He gains 12 temporary Nature
chakra and his carrying capacity doubles. Every subsequent use within a 24 hours period
reduces the amount of Nature chakra gained by any level by 3 minimum 0. The temporary
chakra fades immediately after the cursed seal is deactivated.

In addition, while the level 2 cursed seal is active, the creature may manifest an innate
natural weapon as a swift action, and dismiss it as a swift action. The natural weapon
granted by the seal is chosen upon application: bite, claw, gore, slap or talon.
- A bite attack manifests as a wicked fang, and deals 1d6 points of piercing damage for a
Medium-size creature.

- A claw attack manifests itself as wicked claws and deals 1d4 points of slashing damage for
a Medium-size creature.

- A gore attack manifests itself as a pair of horns protruding from the creature's head, and
deals 1d6 points of piercing damage for a Medium-size creature.

- A tail slap manifests itself as a long, scaly tail and deals 1d4 points of bludgeoning damage
for a Medium-size creature.

- A talon attack manifests itself as a pair of wings that allow the creature to Fly at a speed of
half his land speed, with a Clumsy maneuverability, and deal 1d3 points of slashing damage
for a Medium-size creature.

If severed, natural weapons will regrow after 1 day. Until fully regrown, they cannot be
manifested.

Like the level 1 cursed seal, manifesting or deactivating this ability is difficult for an unwilling
creature (see Cursed Seal Level 1). Each round spent under the influence of the level 2
cursed seal grants 2 CSP.

The level 1 or 2 cursed seal can be used a number of times every 24 hours equal to the
creature's Constitution modifier. Each time after that deals 2 points of temporary Constitution
damage upon activation, and puts the creature into a fatigued condition when deactivated (or
exhausted if already fatigued).

Willing or Unwilling

An unwilling creature instinctively resists the cursed seal and though it can exert some
measure of control upon it, it must constantly struggle with it. A willing creature, however,
accepts the cursed seal and embraces its power. It has complete freedom over the process
of activating or deactivating the cursed seal. The origin of the seal gains some measure of
control over the carrier of the seal. As a gaze attack, the creature who applied the Cursed
Seal upon the creature (using the Juuin Jutsu technique) may convey a single Suggestion
(as per the spell) if the creature is willing, or cause the creature to become sickened (as per
condition) for 1 minute. The gaze attack has a range of 30 feet and can be resisted with a
Will save (DC 10 + ½ origin's HD + Cha modifier). The gaze attack can only be used once
per day, even if it is resisted.

If the creature is unwilling, the origin may use the gaze attack instead to force the activation
of the cursed seal. The origin decides which level to activate, if the creature has both.

Consequences of Overuse

The cursed seal is a double edged sword, a very sharp one. Using the cursed seal has few
long term consequences, but abusing it can do terrible damage to the cursed creature's
body.
Each round spent under the curse increases the character's Cursed Seal Pool ("CSP") by 1
or 2, depending on the seal level. A full day (24 hours) later, starting from the moment the
cursed seal was used, the creature adds all CSP acquired and compares the value on the
table and suffers the appropriate drawbacks for that amount of CSP (choose the highest
value only).

After suffering the drawbacks, the amount of CSP a creature has is halved, and heals at a
rate of 1 point per level per evening of rest, doubled by complete bed rest (but not bed rest).

If the creature has a CSP pool higher than 0 but did not use the cursed seal within a 1 day
period (ie, the creature is currently healing), it does not suffer daily drawbacks until it uses
the seal again. A creature with the True Origin feat does not gain chakra seal pool.

CSP Drawback

3 or less -

4-6 Fortitude save DC 13 or take 1d4 Con damage

7-9 Fortitude save DC 15 or take 1d4 Con damage

10-12 Fortitude save DC 17 or take 1d4 Con damage

13-15 Fortitude save DC 19 or take 2d4 Con damage

16-18 Fortitude save DC 23 or take 2d4 Con damage

19-24 Fortitude save DC 25 or take 2d6 Con damage

25-31 Afflicted by Seal Disease, Fortitude save DC 25 or take 2d6 Con damage

32-37 Afflicted by Seal Disease, Fortitude save DC 27 or take 2d6 Con damage

38-43 Afflicted by Seal Disease, Fortitude save DC 29 or take 2d6 Con damage

43-49 Afflicted by Seal Disease ,Fortitude save DC 31 or take 2d6 Con damage

50 or more Afflicted by Cursed Disease, Fortitude save DC 33 or take 2d6 Con damage

Seal Disease: The disease's incubation period is 1d4 days. Its initial damage is 1 Str, 1 Dex,
and secondary damage is 1d4 Str, 1d4 Dex. The Fortitude save DC against primary and
secondary damage is 16, and must be made each day after secondary damage is taken.
This disease can only be removed using a Medical technique from a character of equal or
higher level than the diseased creature (mastery counts). Ability damage from the disease
can still be healed normally.

Cursed Disease: The disease's incubation period is 1d4 days. Its initial damage is 1d3 Str,
1d3 Dex, and secondary damage is 2d4 Str, 2d4 Dex. The Fortitude save DC against
primary and secondary damage is 19, and must be made each day after secondary damage
is taken. This disease can only be removed using a Medical technique from a character of 3
or more level higher than the diseased creature (mastery counts). Ability damage from the
disease can still be healed normally.

Control Cursed Seal (Wis)

This skill is used by the unwilling recipient of the cursed seal, or by a willing recipient to
enhance his use of the cursed seal. Any character possessing the cursed seal and that is
aware of the condition can learn Control Cursed Seal as a class skill. The willing seal bearer
does not need this skill, because it has full control over the seal, but can still make use of it.

Check (Resist Transformation)

The cursed creature makes a check to resist the activation of the cursed seal. This check is
made when struck in combat, or at the beginning of battle or when the creature is feeling
particularly strong emotions. The difficulty varies depending on the situation.

Involuntary Transformation Control Cursed Seal DC

Start of an Encounter 15

Struck in Combat 25

Powerful Emotions 15

Gaze Attack 10+½ Caster user + cha


mod

On a failed check at the start of an encounter, when feeling powerful emotions or from the
origin's gaze attack, the character is forced to activate the cursed seal at the first opportunity
as a Standard action. When injured in combat, the cursed character must make a check
every time it accumulates enough damage to reduce its hit points by one-quarter and again
every quarter lost. If the character has the level 2 cursed seal ability and the level 1 seal is
already active, a second failed check activates the level 2 seal.
Retry: Check to resist an involuntary transformation every time a triggering effect occurs.

Check (Force Transformation)

The cursed character makes a check to forcefully

Voluntary Transformation Control Cursed Seal DC

Level 1 15

Level 2 20

Retry: The character can attempt to force the cursed seal to activate as often as he likes.
Each attempt is a Standard action.
Check (Deactivate Cursed Seal)

The cursed character makes a check to attempt to deactivate the cursed seal.

Deactivate Seal Control Cursed Seal DC

Lv 1 Voluntary 10

Lv 2 Voluntary 15

Lv 1 Involuntary 15

Lv 2 Involuntary 20

Retry: The character can retry to deactivate a voluntary transformation an unlimited amount
of times, each try is a Standard action. An involuntary transformation deactivates on its own
as the encounter ends.

Check (Quicken Transformation)

Only a willing recipient can use this skill to facilitate the transformation and deactivation
process.

Quicken Transform Control Cursed Seal DC

Activate Lv 1 25

Activate Lv 2 30

Deactivate Lv 1 20

Deactivate Lv 25

Retry: Each attempt at a quickened transformation is a swift action.

Check (Partial Manifestation):

Only a willing recipient can use this skill to partially manifest his cursed seal at level 2. Each
time the natural weapon is manifested, the willing recipient gains 1 CSP. The manifestation
lasts 10 minutes, until dismissed via this skill, or until the cursed seal level 2 is activated and
deactivated.

Natural Weapon Control Cursed Seal DC

Bite or gore 25

Claw or Slap 20

Talon (Wings) 35
Dismiss Weapon 10

Retry: Each attempt at a partial manifestation is a Standard action.

Special: A character can't Take 10 or Take 20 when using this skill. A character with 5 or
more ranks in this skill gains a +2 bonus to Will save to resist the origin's gaze attack.

A character with 5 or more ranks in this skill gains a +2 bonus to Will save to cancel the
frenzy if he runs out of enemies.

Cursed Toughness

Prerequisite: Toughness, Cursed Strike 2/day class ability.


Benefit: At the end of the day, your cursed seal pool decreases by 3.

Dead Bone Pulse

The Dead bone pulse is the kekkei Genkai of the now extinct Kaguya clan. It allows
its user great control over their Osteoblasts and Osteoclasts, this in turn allows them
to turn their bones harder than steel and even force them to grow out of their bodies
to be used as weapons.

Acquired/Inherited Template: Inherited

Bone Craft: With this ability the user can create weapons and armour out of their
very bones. Initially, the crafts created are crude and often still connected to the
user's body, such as claws or spikes, but as their abilities grow, so too does the
utility of their craft. The bonecrafter may have up to three persistent bone weapons,
items, or armors at any given time. This limit may be increased to four via the [Insert
Feat Here] feat. Additionally, by spending 1 Standard action and 5 points of Chakra,
the user can remove any penalty associated with broken bones as the user can
immediately knit them back together.

Dead Bone Pulse: Basic Weaponry


Tags: Ninjutsu, Dead Bone Pulse
Lvl: 1 Rank: E-Class LDC: 13
Time: 1 Move action
Components: C, M
Range: Personal Duration: Instant (D)
Saving Throw: None
Chakra Cost: Special

Effect: The most basic of the Dead Bone Pulse technique allows the user to form basic
weaponry from his skeleton, these come in many shapes and forms but generally fall within
one of the two categories.

Bone Claws: The most basic of the Bone crafts, the user is able to cause a set of
crude claws to manifest from either the tip of his fingers or his forearms. These cost
2 points of chakra to craft. The bone claws are natural weapons that have the
following statistics: 1d4 (19-20, x2) Slashing and Piercing.

Bone Knife: The user produces a small blade, this blade could extend from the palm
of his hand as a punching knife or his elbow. Opposed to spikes though, he could
create actual weapons that are still useful as they leave his body. The user can
manifest any Light One-handed Bladed Melee weapon using this technique, these
cost 4 to produce.

Mastery
At Mastery Step Two and Four the user produces items of superior value. Step two
being Expertly crafted and Step four being Master Crafted.

Dead Bone Pulse: Superior Weaponry


Tags: Ninjutsu, Dead Bone Pulse, Derived: Dead Bone Pulse: Basic Weaponry
Lvl: 5 Rank: C-Class LDC: 21
Time: Special
Components: C, M
Range: Personal Duration: Instant (D)
Saving Throw: None
Chakra Cost: Special

Effect: The user can now manifest a proper weapon, this can take the shape of any
light or one-handed melee weapon that could feasibly be crafted from super-
hardened bone. The user still needs to be proficient with the weapon. Manifesting
such a weapon costs 6 points of Chakra and takes a Move action.

Mastery
At Mastery Step two the user can craft Two-handed Bone Weapons: This functions
like above, but the user can now also produce non-reach two-handed weapons. This
increases the cost to 10 chakra and leaves the user sickened for a round.

At Mastery Step three the user produces expertly-crafted items.

At Mastery Step four the user can craft Bone Reach Weapons: This functions like
Mastery step two, but the user can now manifest Reach weapons.

At Mastery Step four, the user produces master-crafted items.

Dead Bone Pulse: Plated Bones


Tags: Ninjutsu, Dead Bone Pulse, Derived: Dead Bone Pulse: Basic Weaponry
Lvl: 6 Rank: B-Class LDC: 24
Time: 1 Full-round action
Components: C, M
Range: Personal Duration: Instant (D)
Saving Throw: None
Chakra Cost: 4, special
Effect: The user can now alter his bones to allow him to manifest plates of bone
armor, grown from his body to cover vital spots on his body. This grants the user a
+4 armor bonus, with a maximum dexterity bonus of 6 and an armor check penalty of
-2.

Mastery
At Mastery Step two the user can spend an additional 2 points of chakra, to manifest
an armor with the following statistics: +6 armor bonus, with a maximum dexterity
bonus of 5 and an armor check penalty of -4.
At Mastery Step three the user can spend an additional 2 points of chakra, to
manifest Bone spikes on the armor. These function like ordinary armor spikes.
At Mastery Step four the user can spend an additional 4 points of chakra, to manifest
a Bone Armor with the following statistics: +8 armor bonus, with a maximum dexterity
bonus of 4 and an armor check penalty of -6.

Dead Bone Pulse: Hardened Frame


Tags: Ninjutsu, Dead Bone Pulse, Avoidance, Derived Dead Bone Pulse: Plated Bones
Lvl: 8 Rank: A-Class LDC: 28
Time: 1 Move action or 1 Immediate action (Avoidance)
Components: C
Range: Personal Duration: Continuous 5 rounds or 1 round (Avoidance)
Saving Throw: None
Chakra Cost: 4 or 7 (Avoidance)

Effect: The Bone crafter can now forcefully harden the bones inside his body, while
still managing to allow himself to move properly, this grants the user a damage
reduction of 10 against Bludgeoning damage and 5 against Slashing and Piercing
damage. Additionally, while this technique is in effect there’s a 25% chance
whenever the user is subjected to a critical hit or a sneak attack that the additional
damage of the attack is negated.

As an immediate action, reacting to a physical attack, the user can boost his damage
reduction against Bludgeoning, Slashing and Piercing each by 10 points and
increase his chance to negate Sneak attacks and critical hits by 25%, to a maximum
of 100%. This boost lasts 1 round. This costs 3 chakra if the base technique is
already in effect, 7 if it isn’t. If used in this way, the duration is reset.

Mastery
Each Step of Mastery achieved increases the Damage Reduction by +1 against the
three types of physical damage.
At Mastery Step two and four, increase the chance to negate Sneak attacks and
Critical hits by +25%, to a maximum of 75% at mastery step four.

Dead Bone Pulse: Bone Artifact


Tags: Ninjutsu, Dead Bone Pulse, Derived Dead Bone Pulse: Superior Weaponry and Dead
Bone Pulse: Plated Bones
Lvl: 12 Rank: S-Class LDC: 34
Time: 10 minutes
Components: C, S, M
Range: Personal Duration: Instant (D)
Saving Throw: None
Chakra Cost: 13

Effect:

Dead Bone Pulse: Utilitarian Crafts


Tags: Ninjutsu, Dead Bone Pulse
Lvl: 3 Rank: E-Class LDC: 15
Time: Varies
Components: C, M
Range: Personal Duration: Instant
Saving Throw: None
Chakra Cost: Varies

Effect: The user can craft a variety of minor items that could feasibly be crafted from
bone, such as flutes, cutlery, grappling hooks and more. Even items that need
assembly like tables, chairs and the like. Doing so costs anywhere between 1 point
of chakra to 10, GM’s discretion and can be done in a time span of anywhere
between 1 move action to several minutes or even an hour. Items produced with this
technique can never be of superior quality, nor can it produce any sort of weapon or
other combat implement.

Ten-finger Drilling Bullets


Tags: Ninjutsu, Dead bone Pulse
Lvl: 6 Rank: C-Class LDC: 22
Time: 1 Standard action
Components: C, M
Range: Medium Duration: Instant
Saving Throw: None
Chakra Cost: 3

Effect: The caster of this jutsu is able to launch the tip of his fingers at an incredible
speed, functioning as tiny projectiles. These bullets deal 1d4+1 points of piercing
damage per bone, the finger bones are so fast they cannot be dodged by ordinary
means, and thus require no to-hit roll. The caster can shoot 5 finger bones off at
once.

Mastery: Each level of mastery allows the caster to shoot another finger bone.

Demon Realm Dominion (Unfinished)


The feared Kekkei Genkai of the Kurama clan.
Flowing Ichor
The Flowing Ichor Kekkei Genkai of the Nezumi clan grants them the curious ability to infect
and cleans their own blood as well as rapidly increase their own production of blood. This
allows members of this clan to expel blood that carries a variety of diseases or poisons, as
well as immediately cleans their own blood of unwanted pathogens.

Life’s Blood
Every member of the Nezumi clan consciously increases their bodies production of blood,
this means that any blood that spills during battle or is sacrificed through techniques is
immediately replaced. As such, members of the Nezumi clan take no damage from bleeding
nor do they take constitution damage from blood drain abilities or similar and as such they
never run the risk of bleeding out. This technique only works, while they have at least 1
Chakra Point in their Chakra Reserve.

Samsara of the Blood


Through their curious ability to alter the genetic make-up of their blood and what it contains,
members of this bloodline can immediately flush their system of unwanted pathogens or
toxins. As a result, as long as a wielder of this Kekkei Genkai is aware that they’ve been
poisoned or diseased they’re capable of spending 1 full round action in concentration to
cleanse their system of the unwanted infiltrator. Damage that has already been taken as a
result of poison or disease, remains.

Blood Vector
The Nezumi clan was always famous for their ability to subtly take out a target, without them
ever noticing. Even thorough searches of the Nezumi assassins never revealed any
poisonous agent. This stems from the clan's ability to transmute the effects of their blood to
produce bloodborne diseases and poisons, for them to use at their leisure.

A Nezumi can manipulate his own blood to create deadly poisons known as Nezumitoxins.
She can use this ability a number of times each day equal to her level + her constitution
modifier. A Nezumitoxin functions only when used by the Nezumi and becomes inert if not
used within 1 minute. Creating a Nezumitoxin is a standard action, and it can be applied to a
weapon as a move action.

At 1st level, a Nezumi must choose whether her Nezumitoxin deals Strength or Dexterity
damage. At 3rd level and every 2 character levels thereafter, she can enhance her
Nezumitoxin in one of the following ways. She can’t select the same improvement twice in a
row.

Select one additional form of ability damage: Charisma, Dexterity, Intelligence, Strength, or
Wisdom.

Grant an onset time of 1 round, or increase an existing onset time by 2 rounds (maximum 11
rounds).

Increase the ability damage die by one step (maximum 1d6).

Increase the number of consecutive saves required to cure the poison by 1 (maximum 3).
Increase the frequency by 2 rounds (maximum 10 rounds).

If a Nezumi can deal different kinds of ability damage, she selects which ability to affect each
time she creates a dose of Nezumitoxin, and can willingly reduce enhanced aspects of her
Nezumitoxin, such as the save DC or onset time. A dose of Nezumitoxin can cause only one
secondary effect. The DC of Nezumitoxin is equal to 10 + character level + constitution
modifier.

Instead of producing a Nezumitoxin, the user can also choose to produce a disease that
takes effect once the target has touched the blood so infected. The Nezumi can choose to
afflict her own blood with Blinding Sickness, Bubonic Plague, Cackle Fever, Filth Fever,
Leprosy, Mindfire, Red ache, or Slimy Doom. They take effect immediately, ignoring onset
timers. The DC to resist these diseases is equal to resisting Nezumitoxins.

Hyuga Porous Body


The Hyūga Clan is one of the four noble clans of Konohagakure, as well as the strongest
clan in the village. All members born into this clan possess the Byakugan, a kekkei genkai
that gives them extended fields of vision and the ability to see through solid objects and even
the chakra circulatory system, amongst other things. Members of this clan also possess an
innate ability which allows them to expel chakra from any of the tenketsu in their body, this is
the Hyuga Porous Body.

Acquired: Innate

Porous Body (Ex): The Hyuga are able to expel Chakra from any point of their body, giving
them access to specific techniques that require this ability.

Natural Sage

This template actually represents two distinct bloodlines. One simply allows a rare few of its
members to Naturally absorb and store Nature Chakra, though to a much greater degree
than most sages.

While the far more populated bloodline also allows its members to passively absorb Nature
Chakra, their physique makes it so that their stores of Nature Chakra can mutate their
bodies for added combat prowess and eventually, through mastery, they may achieve Sage
mode.

Acquired/Inherited Template: Acquired/Inherited


Special Abilities

Natural Absorption
The carriers of this particular bloodline possess the capacity to passively draw in natural
energy from the world around themselves and mix it with their Chakra. Any member of this
Bloodline possesses a separate Nature Chakra pool that equates to 1/5th of their maximum
Chakra pool. This Chakra pool refreshes to full at every rest, including short rest, the
character takes. Otherwise this function is like Nature chakra and is affected by feats and
abilities that manipulate it. Unlike ordinary characters, those without this bloodline, there is
no inherent risk for the Natural sage to hold Nature chakra.

Sage Transformation
Tags: Ninjutsu, Requires: Natural Sage Transformation feat
Lvl: 6 Rank: A-Class LDC: 26
Time: 1 Move action
Components: C
Range: Personal Duration: Special, see text
Saving Throw: Will negates, see Drawback
Chakra Cost: 0

Effect: The carriers of this bloodline are capable of turning their own nature chakra reserves
into a massive physical boost. This boost requires that the wielder lets the energy seep into
his body and results in direct physical transformation.

The user's body visibly mutates, growing chitinous plating, his skin and eye colours changing
and much worse. This mutation grants the user’s natural armor bonus increase by +3 and
the user gains a +6 increase to Strength, +2 Hit points per hit dice, and a +4 bonus to
Fortitude and Reflex saves. The user can choose to manifest a partial transformation, this
doubles the time in between upkeep costs, meaning he pays 1 Nature Chakra every 6
rounds instead but all the bonuses are halved. All derived techniques follow a similar pattern
of mutation.

The Sage Transformation costs 1 Nature Chakra per 3 rounds it’s active.

Drawback: Learning this technique exposes the Natural Sage to the chaotic energies of
nature en masse. As this nigh uncontrollable energy swirls inside the user he runs the risk of
going Berserk, whenever he’s subject to real danger.

Whenever the user’s Hit points dip below half (Once per encounter), he is subject to a critical
hit, or loses control of his body such as by being stunned, Paralyzed or through any mind-
affecting or compulsion effects, he must roll a Will save with a difficulty equal to this
technique. If he fails he enters Berserk, activating this technique, but at half cost, and
immediately sets out to kill every living thing within sight range, utilizing every option at the
user’s disposal. This Berserk lasts until there’s no living thing within sight.

Friends, allies and lovers of the User can attempt to calm him down with a Diplomacy check
with a difficulty equal to the DC of this technique +5. On a success, the user can attempt a
will save to end the effect early. Attempting this Diplomacy check, is a standard action.

The user can also spend a Legend point to end the Berserk early, though only after 3 rounds
of Berserk have elapsed.

Learning Sage Transformation, prohibits a user from ever becoming a Sage.

Mastery

At Mastery 2, the user is no longer at risk of Berserk from Critical hits.


At Mastery 4, the user is no longer at risk of Berserk from loss of control through Stunned,
Mind-affecting or Compulsion effects.

At Mastery 5, the user learns Sage Mode, though it can only be activated when Sage
Transformation is also currently activated. The user can choose to Activate both Techniques,
with a single Move action.

Derived Techniques

Special: These techniques are also known as Mutations. Mutations can only be activated
while the user is in Sage Transformation, or Partially transformed. Each mutation equates to
a body part, a user can only have a single mutation per body part active. Though some body
parts, such as arms or legs do come in duplicates and thus can have one mutation per arm
or leg. During a Partial transformation, only one arm and one leg can be mutated.

Destroying Axe Fist


Tags: Taijutsu, Derived: Sage Transformation
Lvl: 4 Rank: C-Class LDC: 20
Time: 1 Swift action
Components: C
Range: Personal Duration: Special, see text
Saving Throw: None
Chakra Cost: 0

Effect: While under the effect of the Physical Mutation of the Sage Transformation
technique, the user can change the shape of his arm to produce a sharp protution similar to
that of an axe. This axe deals 2d6 points of damage, deals 3 times damage on a critical hit
and gains strength and a half on damage rolls.

This is an arm mutation.

Jet Booster
Tags: Ninjutsu, Derived: Sage Transformation
Lvl: 6 Rank: B-Class LDC: 24
Time: 1 swift action
Components: C
Range: Personal Duration: Special, see text
Saving Throw: None
Chakra Cost: 0

Effect: While under the effect of the Physical Mutation of the Sage Transformation
technique, the user can manifest jets from his back and legs which allows him to increase
his speed and jumping capability.

While active the user’s movement speed increases by 20 ft, additionally the user can
traverse through the air in any direction as long as he ends his movement on a square that
supports his weight.

Lastly, the user gains the Powerful Charge ability, increasing the damage of any charge by
+2d6.
This is a Torso mutation and cannot be manifested while another torso mutation is active.

Piston Fist
Tags: Taijutsu, Derived: Sage Transformation
Lvl: 5 Rank: C-Class LDC: 21
Time: 1 Swift action
Components: C
Range: Personal Duration: Special, see text
Saving Throw: None
Chakra Cost: 0

Effect: While under the effect of the Physical Mutation of the Sage Transformation
technique, the user can manifest a massive fist supported by a piston. This grants the user a
slam attack that deals 2d8 points of damage, double damage on a critical hit and deals
double the user's strength modifier as added damage.

On a successful hit, the target must make a fortitude save or be knocked prone by the sheer
force of the blow.

Objects take double damage from the Piston fist.

Rinha Spiritual Absorption


The Rinha clan possesses a unique Kekkei Genkai which allows them to absorb a portion of
a target's chakra, to then allow themselves to take on a target's appearance and chakra
signature. This has seen the Rinha clan being highly sought after as infiltrators and spies.

Spiritual Absorption (Su)


The first part of their Kekkei Genkai is the ability to absorb and read a person's chakra
signature. The user must first establish physical contact through a melee touch attack, at
which point the user can absorb 2d4 points of the target's chakra pool. Once a target’s
chakra has been absorbed, the user immediately reads it and can identify its signature, if the
user possesses any Kekkei Genkai and what techniques they know. Chakra absorbed this
way is not added to the users own pool, rather it’s added to a distinctive “Spiritual Chakra
Pool”, a user can hold as much Spiritual Chakra of a given person as her own Chakra
Reserve. But, the user can only hold Spiritual Chakra from a single individual at a time.
Spiritual Chakra fades at a rate of 1 per 10 minutes. Using this ability is by no means subtle,
causing the user's hand to flash up with chakra as she readies to absorb Chakra.

At 4th level, and every 4th level thereafter, the user can absorb an additional d4 on touch.

Using Spiritual Absorption is a Standard action.

Spiritual Imitation (Su)


Using the Chakra absorbed by Spiritual Absorption, the user can take on the appearance,
chakra signature and Kekkei Genkai of the target whose chakra the user has absorbed.
Additionally, the user can also access the target's signature techniques. (These are
techniques employed by the target that defines their shinobi ‘style’ as determined by the
Gamemaster) The user can remain thusly transformed for as long as he had Spiritual
Chakra of the Individual within himself. However, every technique or Kekkei Genkai granted
by the transformation that costs Chakra, takes this Chakra cost from the user's Spiritual
Chakra pool. Only the Byakugan eye may allow the wielder to identify the user as a fake, on
a successful Perception check, opposed by the user's Deception check.

Equipment

Currency
There are nearly as many forms of currency in the world as there are countries. Most
currencies are backed by either silver or gold, but some are backed by the value of their
countries' promise of their value.

Selling Equipment
There are a number of places where you can sell equipment, but the most common are
pawn shops, flea markets and black markets. Since any equipment sold by PCs comes
without the guarantees and reputation of major merchants and producers (and may be
broken, cursed, defective, or stolen), in general PCs can sell equipment for a fraction of the
purchase Price.

To sell something, a character first needs to determine its sale value. Assuming the object is
undamaged and in working condition, the sale value is equal to the object’s purchase DC (as
if purchased new) minus 3. Selling an object can provide an increase to a character’s
Wealth bonus. The increase is the same amount as the Wealth bonus loss the character
would experience if the character purchased an object with a purchase DC equal to the sale
value. Regardless of the character’s current Wealth bonus, he or she gains a Wealth bonus
increase of 1 whenever the character sells an object with a sale value of 15 or higher. If a
character sells an object with a sale value less than or equal to his or her current
Wealth bonus, and that sale value is 14 or lower, the character gains nothing.

A character cannot legally sell restricted objects unless the character is licensed to own
them. A character also cannot legally sell objects that have been reported as stolen. Selling
objects illegally usually requires that the character have contacts in the black market, and
reduces the sale value by an additional 3. Selling takes a number of hours equal
to the normal purchase DC of the Item.

Item Level
All armor, equipment, and weapons (whether Chakra, technological, or hybrid) are assigned
an item level. While characters can utilize items of any level, Game Masters should keep in
mind that allowing characters access to items far above their current level may imbalance
the game.

An object’s item level represents the scarcity and value of the technology and/or chakra
employed in its construction. Higher level items generally incorporate more advanced
technology or Chakra control. An object’s item level also determines its hardness and Hit
Points and is an indicator of the level at which a character should typically expect to both
have access to the item and be able to craft it. Item level also helps convey the fact that
buying equipment is more involved than just placing an order. Even finding the items you
desire isn’t always easy, and those who have access to things such as powerful weapons
and armour tends to deal only with people they trust.

Rather than meticulously track every arms dealer, contact, and licence a character has
access to, the game assumes that in typical city you can find and purchase anything with an
item level no greater than your character level + 1, and at major and capital cities
items up to your character level + 2. The GM can restrict access to some items (even those
of an appropriate level) or make items of a higher level available for purchase
(possibly at a greatly increased price or in return for a favor done for the seller).
Purchasing Equipment
Shinobi Legends uses Wealth checks to determine what a character can afford to purchase
as well as the kinds of equipment a character may have access to. Her Wealth bonus
indicates her buying power. Each object has a purchase DC that indicates the
difficulty in the Wealth check to attempt to purchase the item in question.

The Wealth Check


A Wealth check is a d20 roll that adds your current Wealth bonus.

Wealth is fluid. It can increase over time. It also decreases as you make more purchases.
If you succeed on a Wealth check, you acquire the item you’re attempting to purchase.
Failure means that you simply cannot afford it. It is out of your grasp for the time being. Your
credit check failed or you don’t have enough assets. If your current Wealth bonus is equal to
or greater than the purchase DC, then you can automagically purchase the item.
This means that you can easily afford the item you intend to purchase.

If you successfully purchase an item or service with a purchase DC higher than your current
Wealth bonus, then your Wealth bonus decreases. How much a character’s Wealth is
decreased depends on the expense of the item. If the purchase DC is 10 points or less
above the character’s Wealth bonus, then Wealth bonus will decrease by 1. If the purchase
DC is between 11 and 15 points higher than her Wealth bonus, the character will
lose 1d6 points from her Wealth bonus. If a character purchases an item that has a purchase
DC of 16 points or higher than her Wealth bonus, she loses 2d6 points from her Wealth
bonus.

Starting Wealth
A 1st level character’s wealth bonus is +0 plus:
• Wealth bonus provided by her occupation, see below.
• Any feat bonuses, such as from "Windfall".
• 2d4 die roll.
Wealth Bonus of +0
While your Wealth bonus can never decrease below +0, if it sits at +0 then you lack the
buying power to make any high end purchases what-so-ever. You cannot purchase any item
that has a purchase DC of higher than 10.
Amassing Wealth
While making expensive purchases can decrease your character’s wealth bonus, there
are methods of increasing your Wealth bonus as well. Every new level, you’ll make a Flat
d20 check. The DC of this check is equal to your current Wealth bonus. Success
indicates that your character’s Wealth bonus increases by +1. For every 5 points by which
you exceed the DC, your bonus increases by an additional +1.

Wealth Awards
Adventuring often involves acquiring treasure in the form of jewels and cold hard currency. In
these cases, the gamemaster should translate these awards into Wealth bonuses. A Wealth
award represents an increase in a character’s buying power instead of a perpetual
source of income. A treasure chest might give the character a +4 wealth bonus, for example.
If a party discovers the cash or treasure, then they may distribute the Wealth bonus as
evenly as possible or in any way the group see’s fit.

Shinobi Occupation
Most Shinobi are engaged with their villages, employed by the country which they serve.
Many missions will see a Shinobi enjoying Wealth awards, but most also include a set
payment. Below you’ll see the occupation bonuses to wealth, your character might enjoy.

Occupation Wealth Bonus

Genin +1

Chunin +2

Captain +3

Medical Nin +3

Police Force +3

R&D +2

Special Jonin +3

ANBU +3

Jonin +4

Commander +6

Kage +8

Armour

Light Armour Armour Max Dex ACP Speed Purchase


Bonus bonus DC
Leather +1 +8 10
Jacket

Undercover +2 +6 -1 14
Shirt

Pouched Vest +2 +6 -1 14

Light Vest +3 +5 -1 15
Medium Armour

Medium Vest +6 +4 -2 -5 ft 18

Chainmail +7 +3 -3 -5 ft 20

Heavy Armour

Heavy Vest +8 +2 -4 -10 ft 20

O-yoroi +10 +1 -6 -10 ft 25


Light Armour
Light Armour is what’s most often employed by Shinobi, they offer almost no hindrance for a
Shinobi’s Techniques and have no inherent Technique Failure chance.

Leather Jacket: This armour is represented by a heavy leather biker’s jacket. A number of
other impromptu armors, such as a football pads and a baseball catcher’s pads, offer similar
protection and game statistics.

Undercover shirt: Designed for deep undercover work in which it’s critical that the wearer not
appear to be armed or armoured, this garment consists of a T-shirt with a band of light
protective material sewn in around the lower torso.

Pouched Vest: Similar to the traditional Shinobi Light Vest, the Pouched Vest sacrifices
some protection, in favour for pouches in which the wearer can hold additional items. The
vest has 4 pouches, each the size and function of a belt pouch.

Light Vest: This is the traditional combat vest, it has maximised protective capabilities
without sacrificing too much mobility.

Medium Armour
Medium Armour offers much better protection for a Shinobi, but it incurs a 20% Technique
failure chance with hand seals, unless the Shinobi in question has the proper training.

Medium Vest: A heavier version of the standard Shinobi Light Vest, the Medium vest
sacrifices more mobility, in favour of protection.
Chainmail: Often used by criminals, non-shinobi fighters and trainee samurai.

Heavy Armour
Heavy Armour is very rarely used by Shinobi, but many in the criminal element makes good
use of it as well as the Samurai of various nations. Heavy Armour incurs a 35% Technique
failure, if techniques require hand seals.

Heavy Vest: A much heavier version of the Standard Shinobi Light Vest, the Heavy vest
severely hampers mobility and speed in favour of much increased protective capabilities.

O-Yoroi: The traditional armour of the Samurai, the O-Yoroi offers a great deal of protection
but since the Samurai aren’t trained to make use of Hand Seals, their special training allows
them to make good use of the added protection and not suffer too greatly, from the reduced
mobility.

Nin-Weapons

Weapon Damage Crit Type Size Purchase DC

Kunai 1d4, 10 ft 19 x2 Piercing Tiny 5

Knuckle 1d61 19 x2 Slashing, Tiny 7


Blade Bludgeoning

Kama 1d6 20 x3 Slashing Small 7

Kodachi/Tant 1d6 18 x2 Slashing, Piercing Small 7


o

Ninja-to2* 1d8 19 x2 Slashing, Piercing Medium 13

Nunchaku 1d6 20 x2 Bludgeoning Small 7

Staff* 1d6 20 x2 Bludgeoning Large 5

Club 1d6 20 x2 Bludgeoning Medium 4

Throwing 1d2, 20 ft 20 x3 Piercing Fine 3


needle

Blow-gun 1d2, 20 ft 20 x2 Piercing Tiny 3

Shuriken 1d3, 30 ft 20 x2 Piercing Fine 2


* Can be wielded in two hands for strength times 1½.
1 Replaced with your unarmed damage, if higher.
2 Counts as a light weapon for the purpose of Weapon finesse

Archaic Weapons

Weapon Damage Crit Damage Size Purchase DC


Battleaxe 1d8 20 x3 Slashing Medium 13

Greataxe2 1d12 20 x3 Slashing Large 15

Warhammer 1d8 20 x3 Bludgeoning Medium 14

Maul2 2d6 20 x3 Bludgeoning Large 16

Dagger 1d4 19 x2 Slashing, Piercing Small 5

Shortsword 1d6 19 x2 Slashing, piercing Small 7

Longsword 1d8 19 x2 SLashing, Piercing Medium 13

Bastard 1d10 19 x2 Slashing, Piercing Large 16


Sword1

Greatsword2 2d6 19 x2 Slashing Large 16

Fullblade2,3 2d8 20 x3 Slashing Huge 19

Kusarigama 1d3/1d6 x2 Slashing or Medium 14


Bludgeoning

Katana1 1d8 18 x2 Slashing Medium 14

Naginata2 1d10, 20 x3 Slashing and Large 15


reach piercing

Short spear 1d6 x2 Piercing Medium 13

Spear2 1d8, x2 Piercing Large 14


reach

Greatclub/Ka 1d10 19 x2 Bludgeoning Large 6


nabo2

Warfan 1d4 18 x2 Piercing Small 5

Senbon 1d8 x2 Bludgeoning Large 6


Umbrella

Ranged

Shortbow4 1d6, 30ft x3 Piercing Medium 7

Longbow4 1d8, 50ft x3 Piercing Large 10

Large 1d8, 50ft x3 Slashing Medium 6


Shuriken
1 Can be used one or two handed
2 Is a two handed weapon
3 Incurs a -2 penalty on attack rolls due to its size.
4 Can be bought as a Composite version, doubling range and adding strength modifier to
damage. A Composite version costs double.
Senbon Umbrella: This Umbrella functions as a club while folded, when extended it grants a
+1 shield bonus to AC and Reflex save. However most importantly, the Umbrella is spring-
loaded with throwing needles. A single Umbrella can hold up to 200 needles. A Senbon
Umbrella can be unfolded to release some of its stored needles in a shower of needles. This
shoots 50 needles out up to 30ft away, covering a 5ft burst rolling a single ranged attack,
anyone in the area hit takes 2d2 points of damage.

Large Shuriken This Shuriken is incredibly large, you add 1½ times your strength modifier to
damage. This Shuriken is so large that it cannot be used in conjunction with feats like Rapid
shot, or with similar effects.

Kusarigama
This weapon has a single kama or sickle held in the off hand, attached by 10 feet of fine
chain to a weighted metal ball. The sickle can be used to make trip attacks, jabs, and blocks,
while the ball is whipped around at high speeds and then smashed into the opponent, or
used to tangle an opponent’s sword or spear, allowing the wielder to then attack with the
sickle. (Tags: Double, Grapples, Flurry, Reach, Trip)

Exotic Weapons

Weapon Damage Crit Type Size Purchase DC

Double Bladed 1d8/1d8 18 x2 Piercing and Slashing 17


Katana

Mancatcher 1d2, grapple, 20 x2 Piercing 14


Reach

Scythe 2d4 x4 Piercing and Slashing 15

Double-bladed 1d8/1d8 19 x2 Piercing and Slashing 16


longsword

War Fan1 2d4 20, x2 Bludgeoning damage Large 14


1 A user of a War Fan can lean against it, thus allowing them to use hand seals without disposing of the weapon.

Quality Craftsmanship

Not all weapons and armour are crafted equally, some craftsmen pride themselves on their
work and make the extra effort. Some have studied ancient techniques, family secrets, or the
like to enhance their craft. Whatever the case, some weapons and armour are made to be
exceptionally crafted, which make them much stronger and more usable. Such supreme
items are of course a great deal more expensive.
All Weapons and Armour come in four levels of quality; Ordinary, Expert, Master, and
Legendary. The weapons and armour’s above are all of Ordinary Quality, if a character
wishes to acquire weapons or armour of greater Quality, they will have to search long and
hard for someone with the ability to craft them and pay an extraordinary amount of additional
currency.

Weapons

Quality Bonus Added Purchase DC

Expert Quality +1 dice of damage +4

Master Quality +1 to hit, +2 dice of damage +8

Legendary Quality +2 to hit, +3 dice of damage Can’t be bought

Armour

Expert Quality AC +1 +3

Master Quality AC +2, ACP -1 +6

Legendary Quality AC +3, ACP -2, Speed penalty -5 Can’t be bought

Chakra Enhancements

General Chakra Blades


These weapons are all grafted with a special Chakra conducting material, which allows a
user to easily channel his nature transformation chakra into the blade to enhance its killing
prowess. Chakra blades are often not something you can purchase, but rather something
you’re gifted by your village or take off the corpse of an enemy.

For the cost of 1 Chakra, as a free action, a Chakra blade deals 1d6 points of extra damage
for three rounds. This damage is of a type equal to one of its users' nature transformations.

Supervibrato Lightning Release Sword


These blades are a special type of blade, utilised primarily by some Kumogakure Shinobi.
The characteristic shape of each sword not only makes them ideal for cutting, using either
edge of the blade, but also means they can be thrown with great accuracy. (20ft)

The swords gain their name from the fact that they channel lightning natured chakra,
increasing its vibrating frequency and hence increasing its piercing and cutting power to an
extent greater than most Wind Release techniques. A Supervibrato Lightning Release sword
functions as a Mastercrafted Tanto Chakra Blade, that ignores 10 points of hardness and
doubles its critical threat range (as if by Improved Critical feat) while Lightning chakra is
channeled through it.

Unique Chakra Blades


Some Chakra blades have been forged to carry other properties than the simple focusing of
the wielder's nature transformation chakra, some like the Seven swords of the Hidden Mist,
have unique abilities that make them the stuff of legend. Though it should be noted that not
all Unique Chakra Blades carry extraordinary abilities, some such as a White light Chakra
Sabre simply have unique effects attributed to them.

Seven Swords of the Hidden Mist


These blades are absolutely unique and cannot be crafted. They can be found listed under
the Swordsman of the Hidden mist prestige class.

White Light Chakra Sabre


This Chakra blade Tanto has been forged with the unique ability to generate light when
infused with the wielder's chakra. When infused with Chakra, the Sabre deals an additional
1d6 points of unspecified damage. Additionally, the blade leaves white slashing marks
through the air as he strikes with the blade. These lines are so bright, anyone struck by the
blade is dazzled till the end of their next turn. The White Light Chakra Sabre is considered
Master Crafted

Chakra Artifacts

Kusanagi Sword
The sword of Kusanagi is a Legendary crafted Katana with the unique ability to be able to
cut almost anything, this ability is represented by the swords ability to ignore 10 points of
Hardness. The sword itself is indestructible.

Bashōsen
This large feathered fan is said to once have belonged to an ancient Shinobi of legend, this
fan was part of his treasured tools and as said carries with it some legend. Bashōsen is
capable of expelling large amounts of elemental energy through its use of elemental Coils.
At the cost of 20 Chakra the Fan releases a burst of elemental force in a 30 ft cone dealing
20d10 points of elemental damage. A Reflex DC 30 halves this damage.
This counts as a level 18 Ninjutsu of the given Chakra nature.
The attacks are named Bashōsen: Coil of <Elements name>
Bashōsen can only be used to conjure the elements of the basic nature transformations.

Gunbai
This massive non-folding fan is carved from the wood of a spirit tree, the unique
circumstances related to the crafting of Gunbai has granted incredible capabilities. First the
Gunbai can be wielded one-handed as a Legendary crafted club, dealing 4d10 points of
Bludgeoning damage with a +3 enchant. Second, the user can wave the fan, as a standard
action, to conjure a massive gust of wind in a 60 ft cone. Every enemy within the cone takes
10d6 points of damage and must roll a fortitude save DC 30 or be pushed to the max
distance of the fans cone and knocked prone, if you collide with an object or person during
this push you both suffer 1d6 points of damage per 10 ft left of your travel distance. Lastly
the Gunbai can perform the famed Uchiha Return, this can be done once per encounter as a
reaction to an enemy's incoming ninjutsu. The Ninjutsu is immediately reflected from the
target onto the user himself, utilizing all variables as it had previously. Uchiha return has to
be declared before the result of attack rolls or saves are revealed.

The 7 Swords
All of the 7 swords are Master crafted.

Hiramekarei, the Twin Edge


Hiramekarei is a huge, double-handled greatsword that is incredibly powerful but also
wide and very unwieldy.

Enhancement: +3 To atk and damage


Weakness: Hiramekarei is extremely heavy and difficult to use in combat. The wielder
can only use it for a number of rounds equal to 1 plus his Constitution modifier before
becoming fatigued for the rest of the encounter (minimum 1). Hiramekarei is sized for a
Large creature. A Medium-sized takes a –2 circumstance penalty to attack rolls for wielding
an improperly sized weapon.

Wrecker: Hiramekarei deals double damage to unattended objects and structures.

Store chakra: The wielder of Hiramekarei can store chakra within the blade itself. The blade
can hold up to the wielders character level times 3 points of Chakra, Chakra stored within
does not decay but it does immediately evaporate if a new wielder attempts to store chakra
within. Storing Chakra takes a Standard action and the user can pump 1 point of chakra into
the blade per character level with this Standard action.

Chakra Cloak (At-Will, swift action): The wielder has the power to Change the properties of
Hiramekarei by forming a shroud of solid chakra, made from the chakra stored within, over
the weapon to take the shape of another weapon. When enveloped by the Chakra Cloak,
Hiramekarei can change its damage type to any of the following: Slashing, Piercing or
Bludgeoning. Furthermore, the sword gains one of the following modifications. The chakra
cloak lasts for 1 round. It costs two points of chakra stored, to activate this ability.

• Hiramekarei threatens a critical hit on a natural roll of 18+.


• Hiramekarei’s critical modifier increases to 3.
• Hiramekarei gains a +4 bonus to opposed attack rolls to make a disarm attempt.
• Hiramekarei can be used to make a trip attempt and grants a +4 bonus to the check.
• Hiramekarei gains reach 10ft
• Hiramekarei knocks a target prone, on a critical hit.
• Hiramekarei counts as all of the following types for the purpose of overcoming
damage reduction: slashing, piercing, bludgeoning and chakra.
Massive Impact:(1/round, free action): Use when making a charge attack with Hiramekarei.
The charge attack gains a +4 circumstance bonus to attack rolls and deals double damage.
If the wearer can make multiple attacks on a charge, only the first attack is affected.

Kabutowari, the Shield Crusher


Kabutowari, the Shield Crusher is in fact a set of two weapons. Helmsplitter is a massive
battle axe that cuts into the enemy, and Shieldcrusher is a great Warhammer that can break
through any defense.
Item Set (2 pieces)
Enchantment: +3 Atk and Damage, Both hammer and Axe deal damage as weapons of
size large.
Weakness: Helmsplitter is linked to Shieldcrusher with a length of thick chain (hardness 15,
30 hit points). Unless the chain is broken, a character wielding either weapon has the
penalties for wielding an improperly sized weapon doubled -4, as both hammer and axe are
extraordinarily oversized.

Armor Piercer(At-Will, attack action): 2 pieces set bonus. Make an attack with Helmsplitter
and add a circumstance bonus to the attack roll equal to Shieldcrusher's enhancement
bonus to Crush the target's defense. Apply your Strength modifier to Helmsplitter
damage 1.5 times as though wielding in two-handed. The attack ignores all armor, shield,
and natural armor bonus to Defense, but other modifiers apply normally. The attack
overcomes all damage reduction and hardness, and deals triple damage to unattended
objects and structures. The target is shaken for 1 round on a successful hit.

Lethal Blade(At-Will, swift action): Use when scoring a critical hit with either Helmsplitter or
Shieldcrusher. Deal +2d8 extra damage.

United mastery: The wielder, when fighting with Helmsplitter and Shieldcrusher
simultaneously, can take the effects of certain feats and abilities that would apply to
Helmsplitter and apply them to Shieldcrusher as well. These effects are any of the following
feats or abilities: Greater Weapon Focus, Greater Weapon Specialization, Improved Critical,
Power Critical, Weapon Focus and Weapon Specialization. These feats and abilities do not
stack with one another, but rather overlap.
Set: This item is part of a set of two: Kabutowari, the Shield Crusher.

Kiba, the Thunder Blades


Ninja-to
These two chokuto have odd fang-shaped spikes at sharp angles at the tip and base of the
blade.
Enhancement: +3 Attack and damage rolls
Deadly Edge: Kiba threatens a critical hit on a natural roll of 18+.

Keen Edge: Kiba is unaffected by any effect that ignores an object's hardness.

Kissed by Lightning: Kiba is a natural conduit for Lightning chakra, any character with
Lightning release as Chakra nature deals an additional 2d6 damage with Kiba.
Lightning Rods: While holding Kiba in each hand, the wielder can perform Lightning Release
techniques without performing hand signs. Instead substituting movements with the swords.

Legendary Sharpness: Kiba can threaten a critical hit on a creature that would not normally
be subject to critical hits, such as a construct, elemental or undead creature. The critical hit
must still be confirmed normally.

Electromagnetic Wielder: The wielder of Kiba, if they have the Lightning Release, can allow
the blades to float next to him for a movement to allow them to weave hand seals. The
wielder is still considered wielding Kiba.

Special: There are two Kiba sword, and each have the exact same statistics as those
presented here. Neither Kiba swords work if the other isn’t wielded as well.

Kubikiriboucho, the Cleaving Blade


Fullblade
Enhancement:+3 Attack and damage rolls, Legendary Crafted.
Weakness: The cleaving blade is more easily sundered than the other swords, with only a
hardiness of 10 and 50HP. The Cleaving blade takes 1d6 points of damage whenever you
miss with the sword, as it collides with terrain. When Broken, the blade takes a -5 penalty to
attack and deals half damage.

Weighted Blade: Kubikiriboucho gains a +4 circumstance bonus to weapon damage rolls


when using the Power Attack feat.

Executioner: Kubikiriboucho can be used to deliver a coup de grace as a standard action.

Enduring Blade: When sundered, Kubikiriboucho still retains its abilities.

Vampiric Blade(At-Will, swift action): Half the damage you deal with the Cleaving blade,
heals the blade of any damage it’s taken.

Deadly Reach(1/round, Standard action): Throw Kubikiriboucho at a target within 30 feet as


A thrown weapon, but it returns to the wielder the same round.

Nuibari, the Threading Needle


Rapier
This long, thin sword resembles a needle. A long thread of flexible iron wire extends
from a ring at the hilt, the eye of the needle.

Enhancement: +3 Attack and damage rolls


Utility Blade: Nuibari can deal either piercing or slashing damage. The iron wire thread can
also be used as a garotte.

Deadly Sneak attack: When the wearer deals sneak attack damage, the sneak attack
damage is dealt in d8 instead of d6.

Body Stitcher(At-Will, swift action): Use when making a successful attack to attempt to Stitch
the creature. Make a grapple attempt against the target that does not provoke an attack of
opportunity, and the stitched target is grappled on a successful attempt.
The wielder can attempt to deal weapon damage with a successful grapple check any
round after establishing a grapple, but Nuibari cannot be used to attack when a creature is
stitched. Removing the thread is an attack action, and the thread is removed if the target
breaks out of the grapple.

Basting Stitches(1/round, Standard action): Throw Nuibari in a 30-ft. long line, and make a
single attack roll against each creatures in the line. Any creature struck takes weapon
damage, but any extra damage is only applied to the first creature. Nuibari is recovered at
the end of this maneuver, and it cannot be used with the weapon's body stitching ability.

Samehada, the Monster Blade


Greatsword
This bandage-wrapped sword hides something monstrous beneath.

Enhancement: +3 Attack and damage rolls


Popsicle-shape: Samehada can switch between damage types by retracting it’s shark-
spines. When retracted, Samehada deals bludgeoning damage otherwise it deals piercing
and slashing damage.

Monstrous Blade: Samehada has a will of its own, and may transform into its Monster Blade
form and slither away from the user at will. This transformation is a free action and can
be done at any time. When killed, Samehada reverts to its sword-form for 1 full week. Using
this ability purges any stored chakra the blade may have had.

Gorge on Chakra(Constant): On a critical hit you deal 2d6 points of Chakra damage, as
Samehada drinks up your enemies Chakra.

Disruptive Hunger (At-Will, free action): When someone is using a technique in your
threatened area or when you disrupt someone performing a technique with a time of 1 round
or longer you can drain the chakra used in the technique. This attack is a touch attack. The
attack deals no weapon damage, but deals 3d6 chakra damage and forces a Concentration
check to avoid being interrupted and losing the chakra from the technique (DC
25+technique's rank).

Leeching Blade(At-Will, free action): Use when attacking someone who has temporary
chakra or in a bijuu transformation, or when striking an object imbued with temporary chakra
you can Drain the chakra. The attack deals no damage, but it does 2d6 damage in chakra
damage that cannot exceed the target's total temporary chakra. This attack is a touch
Attack.
If the target object was empowered with chakra, the effect is cancelled if it takes chakra
damage equal to or greater than the cost of the effect.

Power Reserve: Absorbs and stores half the chakra drained from enemies. The chakra is
lost after a 24 hour period.
Gift from a Sharks mouth (At-Will, full-round action): Draw the chakra contained in
samehada and recover an amount of chakra or hit points equal to the amount you draw from
Samehada, any excess Chakra becomes Temporary chakra for up to one hour, with a
maximum of twice your level in temporary chakra.

Samehada, The Monster Blade


CR: 10
Medium Aberration
HP: 102 Init: +2
AC: 26, Touch: 14, Flat-foot: 24
Fort: +8 Ref: +6 Will: +8
Speed: 20ft, Climb 20ft, Swim 60ft.
Atk: Bite +12 (2d4+6 chakra leech, 20 x2)
Spines +10/+10 (1d6+6 chakra leech)
Special: Chakra Resistance 24, Chakra Leech, Damage reduction 10/chakra, Evasion,
Sense chakra, Shapeshift, Wrath-
Chakra: 0 Chakra Reserve: 0

Str: 16/+3 Dex: 14/+2 Con: 18/+4 Int: 3/-5 Wis: 20/+0 Cha: 4/-5
Bab: +9 CMB: +12 CMD: 24

Chakra Leech (Ex): Each time Samehada hits with a melee attack, it leeches chakra
equal to half the damage it deals. For each point of chakra it leeches, it heals 2 points of
damage and gains 1 point of temporary chakra for 5 minutes. When a technique fails to
pass samehada's chakra resistance, it absorbs part of it and gains heals 4 points of damage
and gains 1 temporary chakra every 2 technique rank (round down).

Immunities: Samehada is immune to negative levels, chakra damage, chakra coil


damage, tenketsu damage and ability damage or ability drain.

Sense Chakra (Ex): Samehada can sense chakra as a passive ability in a range of 1 mile.

Shapeshift (Ex): As a free action, samehada can return to its weapon form at any time.
When doing so, it loses any temporary chakra it may have gained. Samehada retains its
enhancement bonus to attack and damage rolls even in Monster Blade form.

Wrath (Su): Samehada can spend 10 chakra to gain a +4 profane bonus to attack and
damage rolls and saving throws for 1 round.

Shibuki, the Exploding Blade


This double-sided katana is constructed so that one side holds a cutting edge with two
katana blades in parallel while the other is strangely wide and flat, equipped to hold a large
scroll covered in exploding tags, which can be set off by the wielder and create a deadly
aftershock for his attacks.
Enhancement: +3 Attack and damage rolls
Weakness: The size and awkward shape of Shibuki imposes a -4 penalty on attack rolls.

Blunted Edge: Shibuki can deal either slashing or bludgeoning damage.


Cleaving edge: If the wielder of Shibuki has the Cleave feat, he can cleave an additional
target.

Blasting Strike (50 charges, swift action): Use when making an attack to Blast the target
with one of its many paper bombs, regardless of the result of the attack. The target takes
6d6 points of fire and bludgeoning damage, and the wielder is hit by the attack as well.
Reflex save halves (DC 10 + wielder's base attack bonus).

Cleaving Explosions(Special, free action): Use when making a cleave or whirlwind attack
after using the Blasting Strike power on the primary target. The secondary target also takes
3d6 points of fire Damage, the wielder takes 1d6 additional damage per extra target hit.
Reflex save halves (DC 10 + wielder's base attack bonus). This ability can be used against
some or all cleave targets or adjacent opponents in a Whirlwind Attack, and each time a
charge of the Blast power is used.

The Blast strike can be recharged by exchanging the large scroll that costs 6000 Ryu and a
successful DC 25 craft check.

Scientific Ninja Tools


Scientific Ninja tools is a form of advanced Ninja tool produced by highly intelligent
individuals, as the result of unprecedented technological advancement. Scientific Ninja Tools
are often considered controversial, as some of the conservative Shinobi governments
believe it a shirking of a Shinobi’s need to train and as if the users are disregarding the
practice of hard work, with power right there at the users fingertips. Thanks to most Shinobi’s
lack of familiarity, users of these items have to pay double the Chakra cost to activate any
Scientific Ninja Tool.

Resonating Echo Speaker


Worn: The arms
Description: This rather bulky device is worn on the forearm, it appears to most as an
enlarged bracer with a multitude of holes along its length. The bulk, placement and sturdy
nature of this tool means it also functions as an Expertly Crafted Buckler.

Resonating Echo Drill


Tags: Ninjutsu, Scientific: Resonating Echo Speaker
Lvl: 5 Rank: C-Class LDC: 21
Time: 1 Immediate action
Components: M, C
Range: Touch Duration: 1d4 rounds, or 1 round
Saving Throw: Fortitude partial
Chakra Cost: 4

Effect: Whenever the wearer of the Resonating Echo Speaker scores a hit with his arms or
hands, in unarmed Melee combat, the wearer can spend the required amount of Chakra to
leave the target sickened for 1d4 rounds as their internal ear is disturbed by sonic vibrations
emitted by the object. On a critical hit the target is Nauseated for 1 round instead.
Additionally, each strike deals 2d6 sonic additional damage.

Air Tube Grafts


Location: Inserted into the arms.
Description: These long tubes of biologically treated metal, allows its wearer to funnel pure
chakra through them, to have it be expelled in extremely powerful gusts of wind and sound.
It is the Tubes special plating and the grill inside of it that allows the user to expel sound.
The user can funnel small amounts of chakra through the tubes, without the use of a
technique, to generate small sounds similar to a whistle, or simply to expel soft gusts of
wind.

Decapitating Airwaves
Tags: Avoidance, Ninjutsu, Wind Release, Scientific: Air Tube Grafts
Lvl: 4 Rank: D-Class LDC: 18
Time: 1 Standard action, or 1 Immediate action
Components: M, C
Range: 20 ft line Duration: Instant
Saving Throw: Reflex Half
Chakra Cost: 4

Effect: The user generates high amounts of chakra in his elbows, before expelling it through
the tubes grafted into his arm. As the waves are expelled, anyone within the line takes 5d6
points of damage, a successful reflex save halves this damage. The user can decide how
many of his dice deal Wind damage and how many deal sonic damage, for instance he
could choose for 2d6 to be wind and 3d6 to be sonic damage.

Avoidance: If used as an avoidance technique, the user can expel the airwaves at any
incoming projectile or area of effect attack that could feasibly be redirected by pressure, if
used successfully the Airwaves dispel the technique or deflect the projectile.

Extreme Decapitating Airwaves


Tags: Ninjutsu, Wind Release, Scientific: Air Tube Grafts, Derived: Decapitating Airwaves
Lvl: 5 Rank: C-Class LDC: 18
Time: 1 Standard action
Components: M, C
Range: 40 ft line Duration: Instant
Saving Throw: Reflex Half
Chakra Cost: 10

Effect: The user generates an extreme amount of chakra in his elbows, before expelling it
through the tubes grafted into his arm. As the waves are expelled, anyone within the line
takes 7d6 points of damage, a successful reflex save halves this damage. The user can
decide how many of his dice deal Wind damage and how many deal sonic damage, for
instance he could choose for 2d6 to be wind and 3d6 to be sonic damage. Additionally,
anyone that fails their Reflex Save is knocked prone and pushed back 10 ft. as if they were
falling, taking the 1d6 points of falling damage.

Heavenly Airwaves
Tags: Ninjutsu, Wind Release, Scientific: Air Tube Grafts, Derived: Decapitating Airwaves
Lvl: 5 Rank: D-Class LDC: 18
Time: 1 Standard action
Components: M, C
Range: 10 ft. burst Duration: Instant
Saving Throw: Reflex Half
Chakra Cost: 7

Effect: The user generates high amounts of chakra in his elbows, before expelling it through
both tubes grafted into his arms. As the waves are expelled, anyone within the area takes
6d6 points of damage, a successful reflex save halves this damage. The user can decide
how many of his dice deal Wind damage and how many deal sonic damage, for instance he
could choose for 2d6 to be wind and 3d6 to be sonic damage.

Basic Rules for Integrated Mechanical Ninja Tools


Some Shinobi go the extra mile when it comes to improvement, they see their natural
progression move beyond just the learning of techniques and fighting styles. To this end,
they implant themselves with high level technology to improve their capabilities or give them
access to abilities they wouldn’t have had without.

This isn’t without it’s cost, of course. First a character can only implant a number of
Integrated Mechanical Ninja Tools equal to his constitution modifier. Secondly, for each
implant he has he takes a -1 penalty to his fortitude save and -2 hit points per level.

Chakra Blade
Worn: Melee Weapon
Cost: 4 Chakra points per round
Description: This mechanical Katana hilt, once fed with Chakra, produces a long and
impossibly sharp blade. The Chakra blade deals damage as a Legendary crafted Katana
which threatens a critical hit on 15+. Chakra Blades ignores up to 10 points of Hardness and
5 points of Damage Reduction. A Chakra Blade benefits from most feats that specify a
Katana, except for Improved Critical.

Air Tube Graft

Spring blades

Subdermal plating

Retinal Prosthesis > Telemicroscopic Full spectrum Vision

Internal Rebreather

Quicksilver ligament enhancer

Dermal Cloaking Device


Explosives

Paper bombs Area burst DC

Lesser 2d6 Fire and 5ft 15 250 Ryō


Bludgeoning

Medium 4d6 Fire and 10ft 18 520 Ryō


Bludgeoning

Superior 6d6 Fire and 15ft 21 1030 Ryō


Bludgeoning

Greater 8d6 Fire and 20ft 24 2200 Ryō


Bludgeoning

Master 10d6 Fire and 30ft 27 4500 Ryō


Bludgeoning
Bombs can be tied to a Kunai or other similar throwing weapon, to give it some range if this
is the case they explode upon impact of the ranged weapon.
A successful save reduces the damage by half.

A paper bomb must be charged before use, this takes a Chakra control roll DC 7 + the
number of dice of damage. The paper bomb remains charged for 1 minute per character
level. At the end of a charge period, the paper bomb simply explodes. The character that
charged the paper bomb can spend a free action to detonate the paper bomb as long as
he’s within a 100ft range of it.
A paper bomb can also be used as a proximity explosive, exploding the moment someone
enters within a 5ft burst of it. Medium or above can extend this area to the maximum of their
burst.
Paper bombs can be chained, so long as they’re within 10ft of each other. Additional bombs
hitting the same target, within the same area, deals half their damage.

Bomb and tactical Range Area burst DC

Ball bomb 4d6 20ft 10ft 16 600 Ryō

Sunburst tag - Blinded 1d6 10ft 17 400 Ryō

Sealing Tag - Chakra - - 500 Ryō


impaired

Smoke bomb 20ft 10ft 220 Ryō

Advanced Smoke - 20ft 20ft 500 Ryō


bomb

Poison bomb - 20ft 20ft 250 Ryō plus


the cost of
the poison

Metal Wire String 500 Ryō


Bomb: Bombs can be used by anyone.

Smoke Bomb: Provides 20% concealment to anyone within the cloud. Further than 10ft the
Concealment goes to 50% Duration of 1 minute.

Poison bomb: Functions like a smoke bomb, but you can add any inhaled poison to the mix,
causing anyone who starts their turn in the cloud to roll a fortitude save.

Tags: Tags need to be charged like a paper bomb.

Sunburst: Require a DC 15 Chakra control check. Can otherwise be used in a chain as well
as proximity like a paper bomb.

Sealing Tag: This can only be applied to a target that’s helpless or pined after having been
charged with a Dc 20 Chakra control check. Once applied, the target suffer a -15 on Shinobi
skills. The tag lasts for a week. Under the effect of a sealing tag a target’s Chakra aura is
reduced to faint. Once removed a Sealing tag crumbles to dust.

Metal Wire String: Metal Wire String is an incredibly thin metallic wire that's almost invisible
to the naked eye requiring a DC 25 perception check to detect it. Metal Wire String has a
break DC of 25, Hardness 10 and 20 Hit points. Each Metal Wire String has 200 ft. length

Spring-loaded Kunai Mechanism (510 Ryō)


Using this mechanism a Shinobi can prepare a Kunai, or object of similar size, and draw it as
a free action. A spring-loaded Kunai mechanism can be equipped on your underarm and
thighs.

Supplementary

Size Cost

Blank Scrolls

Small Small 300 Ryō

Standard Small 625 Ryō

Large Medium 1300 Ryō

Sealing Scrolls

Small Tiny 450 Ryō

Medium Tiny 749 Ryō


Large Medium 1000 Ryō

Puppeteer’s Scroll Tiny 500 Ryō

Technique Scrolls

Minor Tiny 1200 Ryō

Medium Small 2600 Ryō

Greater Medium 5600 Ryō


Blank Scrolls: Used for any technique requiring a specific size of scroll.

Sealing Scrolls: Are used for most Sealing jutsu.


Small: A small scroll can seal targets up to Medium size.
Medium: A medium scroll can seal targets up to Large Size
Large: A large scroll can seal targets up to Huge size.

Technique Scrolls: These can be used to learn a Jutsu, without a teacher. The different
levels can hold up to different level Techniques.
Minor can hold Rank 1-5
Medium can hold 6-10
Greater can hold 11-13

Puppeteer’s Scroll: This scroll has been enchanted with a seal, that when supplied with
blood allows a puppeteer to seal a Puppet away within the scroll that has been recently
animated by the user. The user can then spend a Move action to summon a Puppet back
from the seal. A Puppeteer’s scroll can hold 1 puppet for every 500 Ryō you spend to
purchase it.

Container Cost

Belt Pouch 150 Ryō

Large Belt Pouch 180 Ryō

Shuriken Holster 120 Ryō

Large Shuriken Holster 160 Ryō


Belt Pouch: This small belt pouch is usually worn on the back to avoid getting in the
way. It can carry up to 10 pounds of material, and has 3 compartments. The most common
equipment found in a belt pouch is: 15 kunai or 35 shuriken or 70 throwing needles, 2
smoke bombs or kunai, and two blank scrolls.

A belt pouch used to hold only weapons can hold 25 kunai, or 50 shuriken, or 100
throwing needles.

Large Belt Pouch: This version of the belt pouch is usually worn at the hip because of
its large square-shape. It has 5 compartments, and can carry up to 25 pounds of material.
A large belt pouch used to hold only weapons can hold 60 kunai, 125 shuriken, or 250
throwing needles.

Shuriken Holster: The shuriken holster is worn on one's thigh, left or right hand side. It
is designed to hold a large number of shuriken or throwing needles, despite its small size.
A single shuriken holster can hold up to 4 kunai, 10 throwing knives, 15 shuriken or
throwing needles (choose one).
They are usually sold with a strap to tie around one's thigh and are accompanied by a
holster designed to hold a single kunai in addition.

Large Shuriken Holster: The large shuriken holster is a larger version of its standard
counterpart and has 3 compartments to hold weapons as a shuriken holster. Each
compartment can hold up to 4 kunai, 10 throwing knives, 15 shuriken or throwing
needles (choose one).

Clothing Cost

Casual 90 Ryō

Standard 120 Ryō

Noble 1400 Ryō

Ninja Outfit 300 Ryō

Travel Cloak 250 Ryō

Pill Cost

Ration Pill 100 Ryō

Sense Tablet 250 Ryō

Soldier Pill 350 Ryō

Ration Pill: These pills were created to allow ninjas to perform at a constant level and
to lower the encumbrance rate for long lasting missions. Consuming a Ration Pill allows
the character to shrug off the effects of Starvation and Thirst for 6 days, or 144 hours.
After its effects wear off, however, the character will suffer 1d4 point of temporary
Constitution damage that will either heal normally, or after he eats three full meal and
rests a full day.
A character can only consume one Ration Pill per two weeks period.

Soldier Pill: The character gains 2d4+1 points of temporary Chakra for 72 hours. For 24
hours afterwards or until the chakra is expended (whichever is longer), the character will
be able to ignore starvation and thirst and gain a +4 bonus to saves against sleep effects.
If the character becomes fatigued, the penalties still apply normally but the character can
still run or charge. If the character becomes exhausted, the penalties are reduced to -4 and
the character is still able to run and charge.
The character will only be able to run at x3 his speed (see Movement in the Gamemastering
chapter for details). The character will gain a +4 bonus to Constitution checks made to
continue running.
Once the effect fades, the character will be nauseated for 2d6+2 hours (Fortitude save DC
15 reduces this to the minimum time of 4 hours). The character will be unable to sleep, rest
or undergo any natural means of restoring ability damage or hit points, or regaining spent
chakra, power points or spells for 36 hours from the time he consumes the soldier pill.
The effects of the soldier pill do not stack, and do not refresh the effects. If the character
is knocked unconscious for 1 or more hours, the effect immediately fades, and the
character becomes nauseated (see above).

Sense Tablet: These small blue pills are often used during prolonged guard duty and
allow one to remain conscious longer while exponentially increasing one's senses over
time. For 1d4+1 hours, the character gains a +1 bonus to perception and
Survival checks and a +4 bonus to saving throws made to resist sleep effects. The bonus
to Perception and Survival checks increases by +1 every hour after the first
spent under the effects of the drug.
If a character is able to sense chakra, the radius of his ability will be increased by one-half
time while the tablet's effect last. Once the effects fade, the character will suffer 1d2
points of temporary Wisdom damage as well will be nauseated for 1 hour (Fortitude
save DC 18 negates nauseated condition).
The nausea can be countered by ingesting another tablet. Doing so increases the effect of
the nausea by 2 hours for every consecutive tablet ingested, and the wisdom damage dealt
by 1. Every hour spent under the drug keeps increasing the bonus to checks by +1, up to
+10. The penalty, however, does not cap out. If the Wisdom damage taken when the
effect fades is higher than the character's normal Wisdom score, it must make a save
against massive damage to avoid overdosing and suffering normal effects of massive
Damage.

Akimichi Food Pill: These pills are created only by the Akimichi clan of Konoha, and
Anyone found selling or crafting those pills quickly finds themselves the target of Akimichi
rage with extreme prejudice.
A character without the Caloric control feat will die one round after ingesting an akimichi food
pill of any type, unless it succeeds a Fortitude save (DC 30).
Green: The green food pill grants the character a +2 bonus attack and weapon damage
rolls, a +4 bonus to opposed disarm, trip, grapple, bullrush or overrun checks and Athletic
checks, as well as +10 temporary chakra for 1 minute. After 1 minute, the character
becomes stunned from the pain for 1 round, and suffers 3d6 points of damage from the pain
(Fortitude DC 18 half) as well as 1d4 points of temporary Constitution damage.
Yellow: The yellow food pill increases the bonus attack and weapon damage rolls to +3,
the bonus to opposed disarm, trip, grapple, bullrush, overrun, Climb, Jump and Swim
Athletics checks to +6, and +20 temporary chakra for 5 rounds.
After 5 rounds, the character becomes stunned from the pain for 1 round and suffers 5d6
points of damage (Fortitude DC 20 half) as well as 3d6 points of chakra coils damage.
The yellow food pill can only be taken after the green food pill, while it is still in effect—
by itself, it is useless (and harmless). The duration of any previously ingested akimichi
food pill is refreshed and increased by 5 rounds.
Red: The red food pill grants the character +50 temporary chakra for 3 rounds.
Additionally, the character can not die or fall unconscious, regardless of how many hit
points it loses for as long as the effect lasts—standard effects of losing an excessive
amount of hit points (for example, death) resume after the effect fades.
After 3 rounds, the character becomes stunned by the pain for 1 round and will start
gaining 1 negative level per round for 2d6 rounds afterwards, up to half of which will
become permanent after 24 hours unless the character succeeds a Fortitude save (DC 25).
The red food pill can only be taken after the yellow food pill, while it is still in effect—by
itself, it is useless (and harmless). A manifestation of the character's chakra (such as a
blaze of chakra surrounding him, or translucent wings) will be present for the duration of
the effect.

Poison

Poisons Type Save Onset Effect Price

Maiden Ihaled Fort DC Immediate 1/round for 4 rounds. 12


Lily 13 Initial: Unconscious 1 minute
Secondary: Unconscious 1d4 hrs
Chakra and Technique

Chakra
Every living being possesses some measure of chakra, no matter how small. It
represents the life energy of a being, the fuel of the soul. Chakra is essentially
divided in two parts: Chakra Pool, and Chakra Skills.

Chakra Skills
The "skill" aspect of chakra is divided in four parts: Chakra Control, Genjutsu,
Ninjutsu and Taijutsu, one for each type of technique shinobi are known to perform.

Chakra Control serves a character the most in that it represents his ability to mold
and control the flow of chakra in his body. A character with no ranks in this skill
cannot tap into his chakra reserve to gain extra energy. Chakra Control techniques
tend not to be offensive or defensive, but rather perform sometimes gravity-defying
feats such as walking up walls or on water.

Genjutsu serves a character the most in that it alters the perception of reality in a
creature, causing illusions, and sometimes deadly hallucinations. Genjutsu also
serves to identify illusions cast by another to avoid being caught in them, or to gain
bonuses in resisting them.

Ninjutsu serves a character the most in that it allows him to blow plumes of flames,
heal wounds or simply vanish without a trace. It is the most basic shinobi skill and
benefits the most from strong chakra control.

Taijutsu serves a character the most in that it focuses the most on the character's
physical strengths rather than how many techniques it possesses, or how good his
chakra control is. Although at its root, Taijutsu represents hand-to-hand combat, all
forms of physical and non-mystical combat arts are represented by this skill.

Skill threshold allows a character to perform techniques without making a check as


part of the technique's performance requirements.

Chakra Pool

The Chakra Pool of a character essentially represents much energy it can expend on
techniques or supernatural abilities before running out, and is represented by a set
number that grows as the character advances in level, gains new abilities or ability
score increase. A character has a reserve of chakra to supplement his chakra pool
called simply the Chakra Reserve.
The Chakra Control skill is crucial for any character who wishes to tap into that
reserve and make the most of his abilities.

Chakra Pool: A heroic character's chakra pool is 2 chakra per level, doubled at first
level. A character whose Constitution score is high enough gains a certain amount of
bonus chakra depending on his Constitution score. An ordinary character does not
gain this bonus chakra.

Your Constitution score grants you bonus chakra equal to your Con modifier × your
character level or hit dice. A Constitution modifier of 0 or less results in no bonus
chakra.

Level Chakra Chakra


Pool Reserve

1 4 2

2 6 4

3 8 6

4 10 8

5 12 10

6 14 12

7 16 14

8 18 16

9 20 18

10 22 20

11 24 22

12 26 24

13 28 26

14 30 28

15 32 30

16 34 32

17 36 34

18 38 36

19 40 38

20 42 40
Chakra Reserve: A heroic character gains 2 chakra reserve every level. That chakra
reserve replenishes normally while he rests (see Chakra Recovery below).
Ordinaries only gain 1 chakra reserve that does not increase with levels.

A character can move Chakra from their Reserve, into their pool, by spending a
move action in concentration. A character can choose to move as much chakra from
his Reserve to his pool as he wants, but must keep the risk of Chakra Depletion in
mind.

Ordinaries: An ordinary character only has half as much chakra as a Heroic


character from levels, and only 1 chakra reserve. Bonus chakra from class abilities,
feats or other abilities are applied normally.

Chakra Pool and Nonabilities: A creature without a Constitution score, such as an


undead or a construct, does not have a chakra pool or reserve unless explicitly
specified otherwise. If so, it uses its Wisdom score to determine the amount of
Chakra it has.

Chakra Signature: Every creature with a chakra pool has its own chakra signature.
It is embedded in its genetic code and is proper to its owner; every chakra signature
is unique, no matter how slight the variation. Chakra Signatures can be modified with
abilities or technique, though those are few and far in-between.

Abilities that disguise one's appearance, such as Henge no Jutsu, do not change a
creature's chakra signature unless explicitly specified. After death, a creature's
chakra and chakra signature fades and quickly disappears.

Though some things, such as ageing or a dramatic growth in ability, may slightly
alter a Chakra Signature, it typically remains recognizable to those familiar with it. A
creature who can Sense Chakra remembers Chakra Signatures like a dog would
scents, or humans would sights. Generally, one can identify whether or not the
signature is human, animal or simply alien.

Chakra Recovery

Once a character experiences a loss of chakra, it recovers when resting in the same
manner as it would hit points. A character's chakra pool is recovered fully after an
evening of rest (approximately 8 hours). A character recovers his chakra reserve at a
rate equal to his character level every evening of rest. Bed rest does not affect the
rate at which a character recovers his chakra reserve. A character whose chakra
reserve is 0 suffers from chakra depletion (see below).

A character can take a short rest (1 hour), once per day, to regain up to 2/5th of your
entire chakra Pool.
No Chakra: When a character's chakra pool reaches 0, he begins draining his
reserve instead. Draining your reserves leads to a number of unfortunate side-effects
as outlined below.

Low Reserve: A character whose chakra reserve is reduced below 50% is fatigued
until his chakra reserve is over that threshold again. If the character's reserves were
depleted during an encounter, the fatigue does not take until the encounter ends. If
the chakra reserve falls below one-quarter (25%), even during an encounter, the
character is immediately fatigued.

If your reserve goes to 0 you immediately go unconscious and you must immediately
roll a fortitude save DC 10 + your level. On a failure your character’s HP goes to 0
and you begin dying. In addition to this, you gain Chakra Depletion.

Ingesting a soldier pill will allow the character to negate fatigue from low reserves.

Chakra Depletion
When a character's chakra reserve is 0, it suffers from chakra depletion until it
recovers fully. While in chakra depletion, the character is exhausted until his chakra
reserve recovers to the 50% threshold, where it is fatigued until it recovers fully.

In addition, the character only recovers one-quarter of his chakra pool every night
during chakra depletion. Complete bed rest doubles that amount.

A character suffering from chakra depletion does not regain chakra when taking a
short rest. Chakra reserve recovery coming from a source other than normal rest
does not alleviate chakra depletion.

Chakra Damage
When a character takes chakra damage, he risks suffering chakra depletion (see
above). There are other ways in which chakra pool can go up or down, as described
below

Chakra Coils Damage: This type of damage is very rare and difficult to cure.
Chakra Coil Damage lowers the character's current and total chakra pool and chakra
reserves. Temporary chakra coil damage heals at the rate of 1 point per week of
complete bed rest, unless aided by a medical ninjutsu technique. Permanent chakra
coil damage does not heal naturally and requires the aid of specific techniques or
methods.

Temporary Chakra and Bonus Chakra: Temporary increase of the relevant ability
score does not increase the character's chakra pool, unless explicitly stated in the
ability.

Temporary chakra does not increase the chakra pool but instead serves as a buffer
for it. It is generally spent first. If a temporary effect that directly increases the
character's chakra pool fades, the character's chakra pool is not reduced below 1
when it does. The character cannot have more than his maximum chakra pool in
temporary chakra at any one time.

Bonus Chakra or Chakra Reserve permanently increases a character's maximum


chakra pool or reserve.

Chakra Score
In the Shinobi world, a given character’s strength is often measured by his Chakra. As such,
a Character’s potential is often measured by his Chakra. This is represented in game, by the
Chakra Score. A Character’s Chakra Score is equal to his level + 1 for every 15 points of
Chakra from his combined Chakra Pool and Chakra Reserve. If you have additional pools of
Chakra, like Nature Chakra or Gift of the Sages Chakra, you gain +1 Score for every 10
points of Chakra in these pools.

For instance, a level 8 character with a Pool of 46 and a Reserve of 26 - For a total of 72
points - has a Chakra score of 11, thus their Chakra Strength is Moderate
Chakra Chakra Detection Signature Signature Stay
Score Strength modifier modifier

None None +15 Not detectable Not detectable

1-5 Trifling +10 +15 5 Minutes

6-10 Faint +5 +10 10 minutes

11-15 Moderate +0 +5 1 Hour

16-20 Severe -5 +0 12 hours

21-25 Strong -10 -5 1 Day

26-30 Intense -15 -10 3 Days

31-35 Extreme -20 -15 1 Week

36+ Overwhelming -25 -20 3 Weeks

Sensing and Suppressing Chakra

Certain classes, feats and Bloodlines give a character access to the ability to either
Sense or Suppress chakra.

Sense chakra: When you have the ability to sense chakra, it means you’re capable
of locating specific chakra signatures up to a range. Identifying their position and
relative strength. Unless otherwise noted, the range of detection is 100 yards. It
takes a Full-round action to build up the concentration to sense Chakra, afterwards
the ability can be maintained with a move-action each round. Enemies that try to
remain hidden must be actively trying to do so, this enters you into a contest of
Chakra Control vs Chakra control. The winner takes all, ergo if the sensor wins he
detects the one trying to hide. A character adds his Detection modifier to his attempt
to hide.

Tracking Through Chakra: When you’re capable of sensing Chakra, you can
effectively trace a specific signature over a distance. It functions much like Sensing
Chakra, however is much harder. The DC to track a Chakra Signature is 10 + the
target's Character level, you add your Signature modifier to the roll. This otherwise
functions like Tracking. A signature stays relevant for the amount of time indicated
under Signature Stay.

Identify Signature: If a character has used their Chakra in a specific location, it leaks
and leaves a mark. You can perform a Sense chakra roll much like you were tracking
a target, with the same modifier. If you succeed, you can identify the specific
signature.

Suppress Chakra (Su): A character with the ability to suppress chakra can spend one
minute in deep concentration to suppress his chakra, this reduces his Chakra strength by
one step, plus an additional step per minute he spends in concentration, this can reduce his
Chakra strength below Faint. Doing this successfully requires a Chakra Control roll of a DC
of 10 + your Chakra score, the DC increases by 5 for every additional level you wish to go
down. Performing a technique, or indeed spending any sort of chakra without succeeding on
the Chakra Control roll to hide it brings your Chakra strength back to full. Having obvious
Chakra charged techniques active nullifies Suppress Chakra.

See Chakra (Su): The character is able to see chakra being used, chakra auras and
lingering chakra and allows him to attempt to identify the effect of the lingering chakra,
though usually not precisely unless he is particularly familiar with the technique. The
character can use the Perception skill instead of making a Genjutsu check or a Wisdom
check to detect Genjutsu or see chakra activity (see Sense Chakra for detail). In addition, he
can focus his sight to examine a creature or object to detect traces of lingering chakra from it
with a Perception check. Those traces are the result of an active effect that was placed on
the target from a technique or ability that required the use of chakra. Success allows the
character to make a second check to identify the effect to get a rough idea of the source, but
requires him to have a clear line of sight to the target. The check difficulty is based on the
amount of chakra used to create the effect and requires the target to be within 30 feet.

Source Strength Perception check DC, the Chakra referenced is the amount spent.

Faint (5 chakra or less) 20

Moderate (6 to 15 chakra) 15

Strong (15 to 25 chakra) 10

Overwhelming (26 chakra or more) 5


The character can also see a creature's chakra pool and can determine the strength of the
chakra signature, but does not gain a bonus to Perception checks to detect a creature
regardless of the strength of its chakra aura. Each chakra signature has an individual color
to it, but it is typically not plausible for the character to remember each one. This ability
depends on sight and does not function when blinded. Chakra is normally invisible to a
character without this ability or See Through Chakra.

See Through Chakra (Su): This ability functions like See Chakra, but the character gains a
+4 circumstance bonus to Perception checks to detect lingering chakra, genjutsu and see
chakra activity, and a +2 resistance bonus to Will saves to disbelieve Genjutsu techniques.

The character knows whether a creature is an incorporeal chakra construct or a physical


entity, and can tell most summons and clones by sight, though some exceptions exist (such
as the Shadow clone technique). Furthermore, the character can see internal uses of chakra
such as active bloodline abilities.

Sealing Chakra Points


Dealing Chakra Point damage forces a progressive paralyzation of the chakra coil system on
the target, making it difficult to utilize techniques to a certain degree. The paralysis impedes
the target's ability to perform Chakra Control, Genjutsu and Ninjutsu techniques of a
progressively higher rank, starting from Rank 1, and also imposes a penalty to perform
checks.

When performing a technique after suffering Chakra Point damage, the character must
check to see if the technique's rank is equal to or lower than the technique rank relevant to
the amount of Chakra Point damage taken (see table below). If so, he must make a Chakra
Control check to see if he can perform the technique; on a failed check, the character
automatically fails his perform check.

If the character succeeds or the technique's rank is higher than the rank impeded by the
Chakra Point damage, he performs the technique normally.

Chakra Point Chakra Control Technique Level Chakra Point Chakra Control Technique Level
Damage DC Damage DC

2 11 1 232 23 12

4 12 2 240 24 13

8 13 3 248 24 13

16 14 3 256 26 13

32 15 4 264 26 13

64 16 5 272 27 14

128 17 6 280 27 14

136 17 6 288 29 14
144 18 7 296 29 14

152 18 8 304 30 15

160 19 9 312 30 15

168 19 9 320 32 15

176 20 10 328 32 15

184 20 10 336 33 16

192 21 11 344 33 16

200 21 11 352 35 16

208 22 12 360 35 16

216 22 12 361 40 20

224 23 12

Chakra Point Damage: This entry relates to the amount of Chakra Point damage taken by
the character. The penalties are not cumulative.

Chakra Control DC: The difficulty of the chakra control check the character must succeed to
perform a technique of a rank impeded by Chakra Point damage (see below).

Technique Rank: The rank of techniques impeded by Chakra Point damage, for which the
character must succeed a Chakra Control check in addition to a perform check. If the
performed technique's rank is equal to or lower than this entry, it is impeded.

At 128 or more Chakra Point damage: A character with 128 or more Chakra Point damage is
fatigued until Chakra Point damage taken is reduced to 127 or lower.

Healing Chakra Point: Recovering from Chakra Point damage outside of techniques is done
while the character rests.

The character heals his character level or hit dice in Chakra Point damage every evening of
rest.

Chakra Point damage is healed twice as fast during bed rest. Complete bed rest triples the
amount of Chakra Point damage healed.

Chakra Natures
Each character in Shinobi Legends possesses a chakra nature whether they know it, or not.
This is basically an affinity of the chakra which connects with one of the 5 elements; Earth,
Fire, Lightning, Water and Wind. A character gains a bonus when using techniques of his
own Chakra Nature, as well as suffering a penalty against techniques to which his nature is
weak.
As you create your character you have to choose their primary affinity, the primary affinity is
their base Nature transformation with which they’re innately in tune and have an easier time
learning, resisting, and which is innately more powerful. Then as the character gains levels
they can choose secondary elemental affinities, they gain no bonuses on learn checks or
saves with these affinities.

Level DC Learn Save Nature


Bonus Bonus Bonus Transformation
s

1st +1 +2 +1 Primary

4th +1 +3 +1

8th +1 +4 +2

11th +2 +5 +2 Secondary

12th +2 +6 +3

16th +2 +7 +4

20th +3 +8 +5 Secondary

DC Bonus: This is a flat bonus to the Difficulty Class of techniques of the associated affinity.

Learn Bonus: This is the bonus to Learn checks a character receives with techniques of the
associated affinity.

Save Bonus: This is the Saving Throw bonus the character receives against techniques of
the associated affinity.

Strength/Weakness

Chakra Weakness Damage type


Nature

Earth Lightning Earth


Fire Water Fire

Lightnin Wind Lightning


g

Water Earth Water

Wind Fire Wind

Each Chakra Nature affinity is strong against one nature and weak against another, this only
applies to your primary affinity. The following table shows which natures you can choose
from, and what they’re weak against. A Character takes a -2 to their Saving throws against
techniques their Affinity Nature is weak against.

Some Kekkei Genkai replace your primary and even secondary affinities, these are special
cases. In such a case, the character chooses an affinity from among the Chakra Natures
that make up the Kekkei Genkai. This Nature becomes his Affinity.

Types of Chakra

Most chakra contained within an individual is laced with the element of his affinity;
Earth, Fire, Lightning, Water or Wind. These types of chakra will have minute effects
outside of the usual use for Jutsu and the like. However, a few rare types of Chakra
exist in the world that are unique to some individuals.

Nature chakra: Nature chakra is the special kind of chakra that’s used by sages to
power their special jutsu, however there’s a very real threat coupled with the use of
unregulated abuse of nature chakra. Due to the enormous amount of natural energy,
the user of nature chakra runs a very real risk of turning to stone should he let his
nature chakra get out of hand. 1 point of nature chakra counts as 3 points of ordinary
chakra when used to power ordinary techniques, non-sage techniques. Nature
chakra is powerful but unstable, and most characters cannot contain it for long. This
means that ordinary characters lose 1/3rd of their nature chakra every hour they’re
not in the Sage’s trance or 5, whichever is higher. A character cannot store more
nature chakra than 1/3rd of his entire chakra pool rounded down. However as long as
the character retains this nature chakra his charisma score is lowered by 1 point per
2 point of nature chakra, this charisma damage cannot be healed normally and will
only be healed once the character’s Nature chakra pool is entirely empty. Should the
user's charisma score ever reach 0 through the over use of nature chakra, the user
is instantly transformed to stone and dies. Each point of charisma damage makes
the character resemble his bonded tribe more and more, and if turned to stone he’ll
resemble a giant stone copy of his bonded tribe.
Understanding and Learning Techniques

The Techniques of Naruto are divided by several different factors.

First there’s a Techniques Rank, Rank ranges from E-Class all the way up to S-Class. Rank
exposes how complex a technique is and determines the difficulty of learning it and the
number of successes required to do so.

Second, is Level. Each technique has a level, this level denotes the amount of power that’s
needed for a given character to learn a technique. For instance the Summoning Technique
has a level of 6, and is a Ninjutsu technique, thus it requires a skill rank of 6 in Ninjutsu to
learn and perform. Level additionally provides a measure of how long it takes between each
learning attempt, as such when you attempt to learn a level 3 technique you can roll once
every 3 training Modules you’ve undertaken. (For Training Modules, see below.)

Below you will see how Rank affected the difficulty and complexity of a technique.

Rank Complexity Tests Completed

E-Class 2 1 Successes

D-Class 4 2 Successes

C-Class 6 3 Successes

B-Class 8 4 Successes

A-Class 10 5 Successes

S-Class 12 6 Successes

Complexity: This is the number you add to the Learn DC of a technique, due to the
complexity of the rank.

Tests Completed: This is the number of successes required before a technique is learned
and ready for use.

E-Class:These Techniques are the lowest, most academy students should be able to
master these. These are Below Genin level. Even some civilians know these basic skills.

D-Class: These Techniques are Genin level, slightly above the academy level. But should
be easily mastered by Genins and above.

C-Class: This level of technique is a cinch above Genin, and right in the ballpark of Chunin.
These techniques are often considered as measuring tools for advancement from Genin to
Chunin.
B-Class: These are mostly considered Jounin level techniques and often too complicated for
Chunin. These Techniques are often powerful enough to change the tides of battle, and
exercise lethal force.

A-Class: This level is considered Advanced Jounin Techniques, mastered only by a few.
These techniques are often considered too advanced for most ninja to master.

S-Class: Beyond the capabilities of most Jounin level Ninja, these techniques are rarely
seen, but often heard about. These techniques are only ever mastered by Highly skilled
Shinobi, and are most often seen with Higher-ups and Kage level Shinobi.

Learning a Technique
To learn a technique, a shinobi must choose to devote the time to its study and complete a
series of challenges to internalize it. This is represented by the techniques Learning DC,
Training Modules and Test successes required to learn (Read above.) When you attempt to
learn a technique, you must succeed at a number of Tests (Skill check vs LDC) equal to the
Rank of the Technique(See above). The amount of time that passes between each Test is
determined by the training Modules you need to complete. The number of Training Modules
needed is equal to the techniques level, as such a level 3 technique requires you to
complete 3 training Modules before attempting a Test.

Below is an explanation of each variable one needs to keep in mind, when learning a
technique.

Learn Difficulty: This is a shortened LDC. This is the difficulty number you need to test
against, when you attempt to learn a technique. This is calculated as follows: 10 + Level of
the technique + Complexity provided by rank. (See above)

Tests Completed: This is the number of successes you need to achieve to learn a
technique. This is determined by the Techniques Rank. (See above) Everytime you roll a
Test and it fails, the next Test gains a +2 bonus. This bonus stacks up to a total of +6. This
bonus vanishes after one successful roll.

Training Modules: Often just referred to as Modules. A Training Module is a period of time,
4 hours, which you devote to training. A day can hold at most 2 Modules, as such you can
spend a total of 8 hours every day devoted to training. When attempting to learn a technique,
its Level determines the amount of Training Modules that must pass between each
attempted Test.

Medium: Initiating the study of a technique, the Shinobi must first find a medium of study.
This could be a teacher, learning from a Manual (Book, scroll or similar instruction manual),
or having simply witnessed it in action with a chance to thoroughly study it. Each medium
makes the learning of a technique easier or harder depending on the medium. Finally,
there’s the Medium of Creation. Creating your own Techniques takes a while and follows
slightly different rules.

Teacher: A teacher is the medium most often used to learn a technique, when using a
teacher he must devote half the number of Training Modules the Student devotes in order to
teach a given technique. However, for each Step of Mastery a teacher has in a given
technique he can reduce the number of Modules the student needs to pass between each
test, equal to half the teacher's Mastery rounded up. As such, a Teacher wanting to teach
his Student the Chidori and has Mastery Step 3 in Chidori, will reduce his students number
of Modules between Tests by 2. Down from 5 Modules per Test, to 3 Modules per test.

Manual: This medium covers all forms of written instruction on how to learn a technique.
Learning a technique this way increases the number of Modules that need to pass between
each Test. This increase is based on the Manuals rating. A manual can be rated from +1 to
+5. The lower the number, the better the manual.

Witnessed: This medium is often discarded by most Shinobi, as it involves a whole lot of
guesswork and therefore increases the number of Modules a student needs to pass between
tests quite significantly. Shinobi with specific abilities like the Sharingan may diminish or
avoid this penalty altogether. When training a Witnessed technique, the amount of Training
Modules required between each Test is doubled. Additionally, the Shinobi must first have
seen the technique in action and successfully identified it. A Technique that has been
resisted or countered, does not count as having been witnessed.

Creation: Creating a technique of your own is rarely done by most Shinobi, but whenever it is
used it is a perfect way to build up a secret repertoire of power. To create a technique, work
with your Storyteller to figure the mechanics, then roll a training roll. However, you require
five times the number of Modules between each Test.

Creation of Derived Technique: This refers to techniques created by using an old technique,
in a new way. For instance, you may have the Rasengan technique and wish to create
something like Naruto’s Rasengan Barrage. This isn’t exactly a new technique from the
grounds up, but rather using two techniques in conjunction with one another, or using a
technique in a way it wasn’t intended. Such derived techniques can never break the mold of
an original technique, so if a technique prohibits flying while it’s active then you cannot
create a derived variant, unless you somehow managed to assuage that limitation. A
Derived technique is created as if you had a teacher, but without any mastery. Additionally,
you must have Mastery step 1 to create a derived technique from a given technique.

Mastery
All Techniques have five Steps of Mastery a given character can strive to achieve, these
Mastery Steps each come with their own choice of perks but some techniques also carry
unique upgrades that follow along passively as you gain increased mastery.

Mastery is, in essence, a character's personal proficiency with a technique. A way for him to
specialize and to pull everything he can from a given technique. Whenever a character
increases his Mastery by one Step, he can choose a perk below to indicate his increased
proficiency, this perk is in addition to anything provided by the technique itself.

To increase a Mastery Step a Shinobi must complete a full training regiment; this works
exactly like when the Shinobi first learned the technique, except for the LDC increasing by
+1 and the time between Tests increases by 1 Module equal to the Mastery Step the Shinobi
seeks to achieve. For example, attaining Mastery Step 3 would require succeeding at the
Techniques original LDC +3 with 3 additional Modules between each Test. Lastly, a Shinobi
must have a skill rank equal to the level of the technique plus the level of mastery he seeks
to achieve, in the techniques corresponding skill.

A single Shinobi can only reach Mastery Step 5 in one technique, per 5 levels. To a
maximum of 4 completely mastered techniques at level 20.

Mastery Perks
Below are a list of Perks you can choose from, whenever you increase a Step in Mastery. If
a technique has its own Mastery benefits that increase Damage, Saving Throw, Range,
Area, Defenses, Precision, Decreased cost, Duration, or Hand Seals, you cannot also take
the corresponding perk. These perks are in addition to any Mastery bonuses provided by a
technique itself.

Damage: Every time you pick this perk, you increase the damage of a technique by 2 dice,
up to a maximum of triple the initial damage dice. If a technique has two different sources of
damage, such as a Chidori’s Piercing and Lightning damage, the Shinobi chooses which to
increase. If the damage of a technique is flat, you increase this flat damage by +2.

Saving Difficulty: You increase the Saving Throw DC of the technique by +1.

Range: If a Technique has a range of Short, Medium or Long you increase the final range by
20%. If the range is based on you moving, such as with the charge of Rasengan, you
increase the movement by +10ft. If a technique has a flat range, increase the range by +10ft.

Area: For each step of mastery increase the area by 20%.

Boosted Avoidance: Grant a +1 bonus on Avoidance Activation Rolls, using this technique.

Increased Avoidance Defense: Increase the Avoidance Defense of the technique by +1

Precision: For each Step of Mastery you gain a +1 to hit with the given technique.

Defense: If a technique gives an Armor Class bonus, Natural Armor bonus or Dodge bonus,
increase that bonus by +1. If a technique grants more than one of these bonuses, select one
to increase. This Perk cannot be taken more than thrice.

Decreased Cost: Decrease the cost of the technique by -1, or 4%, whichever is higher,
every time you purchase this Mastery Perk. A Technique can at most have it’s cost reduced
to half its original.

Duration: You increase the duration of the technique by 20% every time you purchase this
Mastery Perk, for a total of double duration.

Reduced Maintenance: You double the time between necessary Maintenance costs to
keep Maintained techniques active. This cannot be bought, if a technique itself already offers
an effect similar to this with Mastery Steps.
Hand Seal Compression: This perk can only be purchased if the technique requires Hand
Seals (H), if bought the Hand Seals is reduced to Half Seals (S).

Explaining Techniques

Resisting Techniques
Some techniques require an opponent to roll a save, be it Fortitude, Reflex or Will. The
difficulty class of said roll is always: 10 + Half the Technique’s level, rounded down, + the
relevant ability modifier. For Ninjutsu and Fuinjutsu it’s Intelligence, For Chakra control it’s
Wisdom, for Genjutsu it’s Charisma and for Taijutsu it’s Strength.

Components
Most Techniques have some component requirements that need to be fulfilled to cast it,
each Component is represented with a few letters under the “component” section of a
Technique.

Hand seals(H): Hand seals require at least 2 free hands to perform, and a recently blind
character has a 20% chance to fail. Those who've had time to practice their Technique while
blind, do not incur this penalty. GM’s discretion on when enough training has been made.
Technique requiring this component cannot be used while grappled, pinned or otherwise
helpless.

Half Seals(S): Half seals are hand seals that only require one free hand to perform the
Technique. Technique requiring this component cannot be used while grappled, pinned or
otherwise helpless.

Concentration (C): Technique requiring the Concentration component requires a character


focused on the task, this means that a Shaken, Sickened or Nauseated character incurs a
20% chance of failure.

Mobility (M): A character must be able to perform unrestricted movement. A Character that
is entangled, paralyzed, grappled, pinned or otherwise having their movement halted is
unable to perform this Technique. Each point of Armor check penalty incurs a 5% penalty. If
a Character is in difficult terrain, or otherwise unable to move at full speed he incurs a 10%
chance of failure.

Material focus (F): A character needs the required material to perform the technique. This
includes both expendable material and re-usable ones.

Technique Tags
Tags are descriptors of a Technique, that allows you to quickly identify what type of
Technique you're working with, what limitations, additional abilities it has or what
considerations you might need to make before learning and using that technique.
General Tags

These are the General Tags, they are not governed by technique type.

Chakra Cloak: A technique that is labelled as a Chakra cloak, is effectively that. A Choak of
Chakra that encapsulates the target in some way, shape or form. Chakra cloaks are physical
and visible manifestations of chakra. A Character can only have one Chakra cloak active at
a time.

Clone Technique: A Clone technique is a technique that lets the user spawn copies of
himself, usually from some sort of element, by infusing the given element with a large
quantity of his chakra.

While the replications are not capable of sentient thought, they share a bond of sorts that
allows the user to communicate orders to his clones; the bond is only one way, though, and
the clones cannot send orders, thoughts or images to the user. As such, the clones follow
the user's instructions to the letter. A clone is its own person and if caught in a genjutsu, only
the replica will be affected, and not the user.

The clones have 2 hit points per three levels of the user, saving throws equal to that of the
user -3, the same base attack bonus as the user -4, though it can only perform at most two
attacks per round. It shares the user's Armor class as well, with a -5 penalty, as well as all
feats, talents and special abilities the user may have. A Clone can, at times, use techniques
but a given clone can never use techniques of a level higher than the user’s current
corresponding Skill rank -4, but doing so requires the clone to borrow the user's chakra
directly. A Clone can take any number of actions, on the turn they’re created, equal to the
number of actions the creator has left.

A clone may not stray further than 1 mile from the user, and may be created in any location
that can hold it within 50 feet though it will always appear in a square adjacent to the user, or
the closest available. In addition, all drawbacks coming from a technique used by a
replication not only affects the clone, but also the user. A replica counts as the user if it uses
a technique to create clones, and thus they are controlled by the user and his own limit is
used.

The clone is relatively genuine and carries the same equipment as the user except chakra
dependent items such as exploding tags or sunburst tags. Any items carried by the clone
have no hardness and only half the original's hit points. Poison and mastercraft bonuses are
not carried over to the clone's equipment.

Once the clone reaches 0 hit points, strays too far from the user or the duration expires, it
disappears in a puff of smoke or crumbles into the material used to fashion it. When Sensing
Chakra, the clones count as though having half the user's Chakra Strength.

Unless otherwise noted, as with the Multiple Shadow Clone Technique, a user can never
create more clones than one-third his Chakra Score, rounded down. This is his Clone limit.
Jinchuriki may pull upon the Chakra Score of their ghastly passengers, allowing them to add
the Chakra Score of their Tailed beast to their own, to calculate their Clone limit.
Certain feats and abilities may adjust this limit and most Clone Techniques have inherent
limits of their own.

Avoidance: Any technique with the Avoidance tag can be used to avoid any hostile action
taken against the user. Avoidance techniques can only be used to avoid attacks that a
character knows are coming, Moreover a character can only utilize one Avoidance technique
per encounter, +1 additional technique at levels 5, 10, 15 and ultimately 20. A character
cannot attempt to avoid assaults from enemies that are 5 levels higher than them. Certain
abilities and Technique increase the number of Avoidance techniques a character can use
per encounter. Constructs such as those made through the use of Clone techniques cannot
make use of Avoidance techniques.

Avoidance Bonus: Increase your Activation roll by the + indicated. As such, the Avoidance
bonus +2 grants them a +2 on the D20 + User level + Technique modifier.

Avoidance Defense: Certain techniques, stances, feats and class abilities grant something
called Avoidance Defense. This is always followed by a factor. Such as +1 or +2. Avoidance
Defense increases the DC your opponent must achieve to successfully avoid the technique.

Defensive Maneuver: Defensive Maneuvers are techniques that can, in some way, be used
as an immediate action to bolster the defenses of the user. These, unlike Avoidance, are
governed independently, and as such do not follow into an overarching use-limit like
Avoidance does. A character can only use a single Defensive Maneuver once per round.

Mastership: This technique comes as a result of having attained Mastery 5 in a technique, as


a result it cannot be Mastered further. This technique cannot be learned in any other way, if
copied with something like the Sharingan, it copies the Parent Technique instead.

Training: This is a technique that, once learned, grants the user a permanent boost to an
ability, skill or situation - or the ability to employ some sort of unique maneuver. Samples
could be the grapple training Technique.

Requires: This Tag denotes the fact that a technique has some sort of requirement that
needs to be met for the user to employ the Technique. This could be anything from a
material, knowledge of a technique or for another technique to be currently active.

Sage Art: Techniques with this tag, require that the user is in Sage mode to use it and may
cost additional Nature Chakra to use.

Scientific: A technique with the Scientific tag, requires that a user has the necessary
Scientific Ninja tool to utilise it. It will be presented like this.

Resonating Echo Drill


Tags: Ninjutsu, Scientific: Resonating Echo Speaker
Lvl: 5 Rank: C-Class LDC: 21
Time: 1 Standard action
Components: M, C
Range: Melee Duration: 1d4 rounds, or 1 round
Saving Throw: Fortitude partial
Chakra Cost: 4
Hijutsu: This tag explains that a technique is a hidden technique, usually only taught within a
specific clan or organization. As such, learning this technique requires special permission
from the Gamesmaster. Additionally, learning a Hijutsu when not a member of the progenitor
organization or Clan, incurs a -5 penalty. Hijutsu cannot be recreated or learned from
observation, nor can they be copied by the Sharingan or similar techniques.

Kinjutsu: Kinjutsu are also known as forbidden techniques. A technique labelled with the
Kinjutsu tag takes a -6 learning penalty, however this penalty evaporates for all techniques in
a line that is learned once the first technique of a line has been learned. Kinjutsu requires
specific permission to be learned.

Derived: This technique is derived from another, which means you’re required to know the
technique from which it is derived first, at a mastery step one.

Ninjutsu

While most Techniques are classified as Ninjutsu, some require knowledge or skills outside
the norm of generally good Ninjutsu Practice. The tags below denote this Shinobi skill one
needs to master, as well as certain requirements one needs to meet to be able to learn and
employ a technique without a given handicap.

Nintaijutsu: These techniques are a mixture of Ninjutsu and Taijutsu, it requires an equal
rank in both for the user to be able to learn this technique.

Chakra Control: A ninjutsu with the Chakra Control tag, notes that the user needsChakra
Control on a rank equal to the level of the technique to activate the given Technique. If the
technique calls for a skill check, you must use Chakra Control instead.

Materia: Some Techniques might have the Materia tag, this tag usually only combines with
Nature Transformation Technique. A Technique with the Materia tag can be cast at half the
cost if the corresponding element that the technique requires is at hand. For example the
user could use Earth Release: Earth-Style wall without nearby earth, for 8 Chakra. But if
Earth is available in the terrain, he needs only to pay half the cost. The Storyteller is always
the final arbiter of whether material is available.

Medical: Medical techniques are a subset of Chakra control techniques and therefore
function as Chakra control techniques do above. With the added specific addition that a
single target cannot benefit from the effects of more than one Medical technique, at a time. A
User is required to have a Medicine skill equal to the level of the Medical Ninjutsu.

Fuinjutsu: A Ninjutsu tagged with the Fuinjutsu tag is called a Sealing Technique, anyone
without the Sealweaver feat takes a -8 penalty on learning Fuinjutsu and can only perform
Fuinjutsu of their own rank in the skill -2. Instead, whenever a technique calls for a roll, you
do not roll Ninjutsu, you must roll the Fuinjutsu skill instead. Moreover they require both
Ninjutsu and Fuinjutsu at a rank equal to the level of the Technique.

Space-Time: A Ninjutsu labelled as a Space-Time technique requires a Chakra control of a


rank equal to the techniques rank to use. Learning or employing Space-Time techniques
without the Dimensional Awareness feat incurs a -8 penalty on learning and performing the
techniques. Space-Time techniques are rare in the extreme and should be handled with care
by any Gamesmaster.

Genjutsu

Most Genjutsu are associated with one of the following tags, noting what sort of manipulation
one employs when using a technique to bewitch the mind.

Aural: A Genjutsu with the Aural Tag, is based on hearing. Meaning that a target must simply
hear whatever sound or melody the user is producing, to be subject to the effect of the Aural
Genjutsu. All Aural Genjutsu require that the user has Perform (Singing) or Perform (any
instrument) equal to the rank of the technique.

Mind-affecting: Techniques with this tag, notes that this Technique directly affects the mind
off a target. Certain Shinobi and Creatures might be immune to mind-affecting effects.

Fear: This tag explains that this technique induces some sort of fear effect in a target.
Certain Shinobi and Creatures might be immune to Fear effects.

Compulsion: The Compulsion tag notes that a technique with it directly forces the body of
another to react in a certain fashion. Certain Shinobi and Creatures might be immune to
Compulsion effects.

Phantasm: Phantasm tagged techniques conjure illusory images that confuse and impede
the target. Certain Shinobi and Creatures might be immune to Phantasm effects.

Gaze: A Gaze Genjutsu is a technique employed through the user's eyes alone, requiring
direct eye contact. As such a target may avert their gaze in an attempt to prevent being
affected by a Gaze technique. Averting your gaze is a choice one must make at the
beginning of one's turn. Averting your gaze penalizes you with all enemies having 50% miss
chance from your attacks, however there’s a 50% per Gaze attack employed against you
that you manage to avoid entirely, unless otherwise noted in the abilities description.

Taijutsu

Taijutsu is often viewed as a basic discipline beneath most Shinobi, however it cannot be
denied that masters of Taijutsu can be truly frightening individuals, with the capacity to push
their physical bodies to perform truly outrageous feats of destruction

Strike: Strikes are somewhat unique where Taijutsu techniques are concerned, as they
actually require an expenditure of Chakra when performed. Strikes are often a single,
powerful punch or kick or a series of attacks.

Training: These “techniques” are unique in the sense that they require no roll to employ and
usually no expenditure of chakra. Once learned, a Training technique allows the user to
employ some sort of specific move or enjoy a specific benefit. A sample would be the Eight
Inner Gates, learning one simply allows the user to activate it with no expenditure of the
chakra.
Stance: A stance is a technique very similar to training techniques, as once a stance is
learned a user can usually enter it and employ the given benefits without the expenditure of
Chakra. A character can only employ the benefit of one stance technique at a time. Entering
a stance is a move-equivalent action, whereas leaving one is a quick action.

Freehand: This technique can only be employed as an unarmed strike and with a free hand.

Bukijutsu: These are Taijutsu techniques that require the user to employ some sort of
weapon or implement to fulfil them. It’s a catch-all term.

Kenjutsu: Kenjutsu techniques are all Bukijutsu techniques as well, however all Kenjutsu
techniques specifically requires swords in hand or at hand to be employed

Shurikenjutsu: Similar to kenjutsu techniques, Shurikenjutsu techniques are all Bukijutsu


techniques. However, they specifically require the use of thrown weapons.

Chakra Nature Tags

Chakra nature tags are simply tags that explain which Chakra Nature is needed to call upon
a given technique and often the sort of damage it deals. A Chakra Nature Tag is usually
presented something like this.

Lightning release
This explains the technique uses the lightning release when employing this technique and
often that Lightning damage is employed somehow. Additionally, a technique featuring a
given Nature tag cannot be employed by a shinobi, unless they have access to that
particular Chakra nature themselves.

Range
Techniques can have varying degrees of range, varying from Short to Long.

Short range: 25ft +5ft per 2/lvl

Medium range: 100ft +10ft per lvl

Long range: 400ft +40ft per lvl

Some techniques might have a greater, shorter, or a more specific range than this, if so then
it will be noted in the effect descriptor.

Identifying Techniques
To identify a Technique and what it does requires a check of the specified Shinobi skill at a
DC of 10 + the rank of the technique. Fuinjutsu and Space-time Technique increase the DC
by +8, unless a character has the ability to freely use such. Kinjutsu and Hijutsu add +10 DC.
Advanced chakra natures increase the DC by +4.
Genjutsu cannot be identified the same way, the DC to identify a Genjutsu is +8 unless you
possess the exact same one. However a general roll of 10 + the rank of the Technique + the
user's charisma modifier will let you identify that you are in a genjutsu.

Durations
Instant: Techniques like this have no duration. These techniques are often attacks or
similar. Sometimes it might create something, if so the instant duration means that the
structure remains, even without additional chakra investments.

Maintained: A Maintained Technique requires no particular investment of mental faculties or


physical dedication to keep active. Rather a simple investiture of chakra when called upon is
enough. The Technique lapses the moment the investment stops or the user loses
consciousness or otherwise becomes unable to pay the upkeep such as when they run out
of Chakra.

Focus: Techniques with Focus duration require constant mental action to keep active, this
requires at least a swift action every turn but techniques may specify different actions
required to keep it going. A single turn without being able to act, causes the technique to
lapse.

Continuous: Continuous techniques require absolutely no upkeep, once activated they


have a set duration. When this duration ends, the technique lapses. A Continuous technique
continues even if the user falls unconscious or is helpless.

Using Technique for Clash Defense


Certain Technique can be used to counter other Techniques, a sample being the Water
formation Technique versus any lower-level fire technique. This can be done simply by
preparing an action, once an enemy unleashes his Technique against you or your allies you
can unleash your prepared Technique in defense. This requires the both of you to roll your
given skill against each other, the winner of the roll succeeds and their technique connects
with the enemy.

Ninken Companion

Charac HD B F R W Skil Fe Natu Str/D Special


ter a or e ill ls ats ral ex
level B t f Arm Bonu
or s

1st 2 1 3 3 0 2 1 0 0 Link

2nd 3 2 3 3 1 3 2 0 0

3rd 3 2 3 3 1 3 2 2 1 Evasion
4th 4 3 4 4 1 4 2 2 1 Ability score
increase

5th 5 3 4 4 1 5 3 2 1

6th 6 4 5 5 2 6 3 4 2

7th 6 4 5 5 2 6 3 4 2

8th 7 5 5 5 2 7 4 4 2

9th 8 6 6 6 2 8 4 6 3 Ability score


increase

10th 9 6 6 6 3 9 5 6 3

11th 9 6 6 6 3 9 5 6 3

12th 10 7 7 7 3 10 5 8 4

13th 11 8 7 7 3 11 6 8 4

14th 12 9 8 8 4 12 6 8 4 Ability score


increase

15th 12 9 8 8 4 12 6 10 5 Improved
Evasion

16th 13 9 8 8 4 13 7 10 5

17th 14 1 9 9 4 14 7 10 5
0

18th 15 1 9 9 5 15 8 12 6
1

19th 15 1 9 9 5 15 8 12 6
1
20th 16 1 1 1 5 16 8 12 6 Ability score
2 0 0 increase

Ninken-Dog Creation

A Ninkens abilities are determined by the character’s level. The table above shows many of
the Ninkens base statistics.

Class level: This is the character’s total character level.

HD: They gain 8 HP per level

BAB: This is the Ninkens base attack bonus.

Saves: These are the summons base saving throws.

Skills: This is the Ninkens total number of Skill ranks. A Ninken can assign skill ranks to any
skill, but it must possess the appropriate appendages to use some skills. Ninkens with
intelligence scores above the base value of 3, modify these totals as normal; 4+int modifier.
A Ninken cannot have more ranks in a skill than it has Hit Dice.

Feats: This is the total number of feats possessed by the Ninken. Ninkens can select any
feat that they qualify for, but they must possess the appropriate appendages to use some
feats.

Armor Bonus: The number noted here is the Ninkens Natural Armor Bonus.

Str/Dex Bonus: Add this modifier to the Ninkens Strength and Dexterity scores.

Special

Link: A Ninken-bonded and her Ninken is tightly bonded, this means the Ninken-bonded
never needs to roll Handle animal with her Ninken-dog. This allows the Ninken-bonded to
command his Ninkne freely without time spent on training, and commands.

Evasion: The Ninken-dog gains the Fast hero ability Evasion.

Ability score Increase: The Ninken-dog adds +1 to two of its ability scores.

Improved Evasion: The Ninken-dog gains the Fast hero ability Improved Evasion.

Regaining a lost companion: In order to train a new companion you need to spend 24
hours of uninterrupted training.

Base Ninken-dog statistics


Size Small; Speed 40 ft.; AC +2 natural armor; Attack bite (1d4); Ability Scores Str 13,
Dex 17, Con 15, Int 2, Wis 12, Cha 6; Special Qualities low-light vision, scent.
4th-Level Advancement
Size Medium; Attack bite (1d6); Ability Scores Str +4, Dex –2, Con +2.

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